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Controls Scheme & User Interface Feedback

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I... would leave weapon safeties out altogether, semi-burst-auto-only. ;)

Indeed. In the words of that Hoot guy from Blackhawk Down:

*wiggles trigger finger* This is my safety.

You know, either that or use a different combination of keystrokes, because there is no point in clogging up the fire selector menu with one more action at this time.

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Clogging won't matter, if we unload the F fire selector key of actions and weapon selection, but a safety mode isn't a must-have, just something I mentioned, which would be possible to do with ease for "Advanced Combat Environment" krew. ; )

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Indeed. In the words of that Hoot guy from Blackhawk Down:

*wiggles trigger finger* This is my safety.

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Regarding placing additional functions to dedicated primary weapons key (number key 1): Most scopes in ArmA III appear to sport secondary sights and the current switch key between those is set very far away - on the Numpad / key. Suggestion: If primary weapon is selected, hitting number key 1 again cycles between optics and secondary sights.

Reference, http://www.abload.de/img/242535_196649733715090se9g.jpg

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There are currently so many keys available that no one uses that could be unmapped and mapped to something else. I freed up so many keys by unbinding things I didn't use, or by unbinding keys for controls that I can still access via the action menu.

I freed up the following keys:

T, Y, U, I, P, [, ], H, J, Enter, Up, Down, Left, Right, Insert, Delete, Home, End, Numpad /, Numpad *, and Numpad 1-9

Some missions might use Teamswitch (Default T), but I think that teamswitch shouldn't even be in the game. They should add it to the pause menu if anything.

Also, I noticed that there were actually two separate keys for VON. There is "Push to Talk" and "Voice Over Net". Both are the same thing, except the "Voice Over Net" is by default set to Caps Lock x2. This is the reason why many people get stuck mics, because they sometimes press Caps Lock twice and the mic stays open. Unbinding that key will fix the issue.

Edited by Nicholas

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There are currently so many keys available that no one uses that could be unmapped and mapped to something else. I freed up so many keys by unbinding things I didn't use, or by unbinding keys for controls that I can still access via the action menu.

I freed up the following keys:

T, Y, U, I, P, [, ], H, J, Enter, Up, Down, Left, Right, Insert, Delete, Home, End, Numpad /, Numpad *, and Numpad 1-9

Some missions might use Teamswitch (Default T), but I think that teamswitch shouldn't even be in the game. They should add it to the pause menu if anything.

Ya, I was thinking about that earlier. Numpad and anything East of the G key is not really feasible, due to the player being forced to take his left hand off WASD. The string of keys: T-Y-U-I-(maybe-O) is the most viable group, but for what? Could it be used for AI command, once the number of command groups is reduced to 4 (or 5)?

Although, if AI command wouldn't be comfortable for such map, then individual keys could be employed for often-used actions, i.e.: T key to cycle between secondary sights and optics of the primary weapon, but it's already mappable from the Numpad / key in Operation Arrowhead. I'd map "Y" to flashlight/IR pointer activation, since the L key out of reach; U key for "Step Over".

Index & the thumb fingers would do most of the action in the T-Y-U-I-O group case. Either way, number key row is reserved for weapon and equipment selection (in my dream). :p

Edited by Iroquois Pliskin

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Regarding placing additional functions to dedicated primary weapons key (number key 1): Most scopes in ArmA III appear to sport secondary sights and the current switch key between those is set very far away - on the Numpad / key. Suggestion: If primary weapon is selected, hitting number key 1 again cycles between optics and secondary sights.

Reference, http://www.abload.de/img/242535_196649733715090se9g.jpg

I use Right CTRL+Right mouseklick for switching to secondary sights, it can´t get any more convenient than that.

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I use Right CTRL+Right mouseklick for switching to secondary sights, it can´t get any more convenient than that.

Please tell me you meant Left CTRL and not Right CTRL.

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I use Right CTRL+Right mouseklick for switching to secondary sights, it can´t get any more convenient than that.

Yeah, all mappable actions are valid and user's preference, I'm just throwing suggestions into the pool for BIS to fish out.

Knowing their mindset would help a lot, i.e. perhaps they're more focused on public (competitive) multiplayer in ArmA III, so chat functions would be under the spotlight: Y key for Global, U key for Team (side) chat would make sense - hit Y and you can start typing instantly. Channel cycling would still be on , & . in order to retain VOIP functionality. This is CS layout, I'm sure many use this particular one in various games, when such options are available. :P

Edited by Iroquois Pliskin

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Please tell me you meant Left CTRL and not Right CTRL.

Oh snap, yeah of course I mean left... :o

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I use the forward button on my mouse for switching to secondary sights. Works quite well.

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RE: Radial AI command menu to replace the current irrational system,

nkbJNqRy7Fg

/tiphat to arigram for mentioning the Carrier Command example a few pages back.

---------- Post added at 15:01 ---------- Previous post was at 14:59 ----------

Further description can be found here, http://forums.bistudio.com/showthread.php?139228-Controls-Scheme-amp-User-Interface-Feedback&p=2218600&viewfull=1#post2218600

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I'd be interested to see how this derp system could be improved on a PC exclusive title,

Menu itself can be displaced off centre, but the crosshair would remain context-sensitive for AI commands.

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Still hoping for a lowered weapon position.Just now I was doing an armory challenge with M249 scoped and constantly having to press the lower weapon button ruins the fluidity I seek.I can't see a thing with the weapon up high and wish for BIS to try for a workaround.

Devs,is it possible to make the lower weapon button be two stage so that first press the weapon lowers just slightly and press again and it then lowers all the way.....of course with the removal of having to stop moving when animation is happening??I think the best way though is to have the weapon go to low ready after each movement and a press of fire button brings it up completely.Sorry for reasking for this but find the weapon taking the screen when I am looking for enemies to be super annoying.

And to anyone who knows A2 well.Is there a way to make the armory challenges not do the skeet shooting,weapon testing missions,instead just have the "protect an area" and the "being chased by enemies" missions?

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I'd be interested to see how this derp system could be improved on a PC exclusive title,

Menu itself can be displaced off centre, but the crosshair would remain context-sensitive for AI commands.

I think it would be best to implement something like in BF2/PR - the commo rose menu. The "derp game's" solution was inspired by that, but not really that slick since it was designed for the gamepad. Still the old interface needs to go, commanding units in a firefight is a pain - no RL commander has a printed list of which keys to press to order covering fire or stealth movement.

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I'd be interested to see how this derp system could be improved on a PC exclusive title,

Menu itself can be displaced off centre, but the crosshair would remain context-sensitive for AI commands.

Never actually used it, but I can't really see why it wouldn't work. Only problem with it would be it probably doesn't have enough branches/commands as is.

Of course, a very attractive option would be voice commands...

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RE: Radial AI command menu to replace the current irrational system,

........

What, really?

It's already been suggested which I'd have though you'd have realised given every 4th post or so is yours.

Besides I already own Carrier Command and I don't don't buy BIS products because of thier repetitive interface.

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Hey, hey, hey - not me, but people who vote with their money and their time. Regardless of outcome, I have already cast a vote, or a pledge even. ;)
I'm disappointed that you would claim to speak for anyone besides yourself, because normally I like your posting. A sad day when that is not the case. :(
Never actually used it, but I can't really see why it wouldn't work. Only problem with it would be it probably doesn't have enough branches/commands as is.
There'd be the question of how many is too much, but I say "throw it at a casual gamer and a hardcore ARMA fan and find out which gets a consensus from them both!"
Of course, a very attractive option would be voice commands...
Which then excludes everyone with a mic, just like throwing commands onto more mouse buttons than LMB, RMB and MMB. (Oh man did I roll my eyes at someone scoffing at the idea that an ARMA 3 player somehow WOULDN'T have a "gaming" mouse.)

Note: my only concern re: "number row selects weapons/equipment unless you pressed a Function key to select a unit" would be how to cancel out of the menu function if I had to IMMEDIATELY switch out weapons/equipment , so I'd prefer the number key to be dedicated solely to weapons/gear... but then again I'm player-centric, i.e. to reiterate my disagreement with DMarkwick's position, I do NOT consider squad commands as important as player character commands for the ARMA experience.

If we're going to weigh in on controls/UI, we might as well give disclosure statements like that. :D

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I'm disappointed that you would claim to speak for anyone besides yourself, because normally I like your posting. A sad day when that is not the case. :(

That be sarcasm? :) I'm speaking for Common Sense, which isn't so common nowadays; the end result in online activity will be the judge, as always. Keep in mind BF 3 Armoured Kill expansion already has been released, and if they can wedge bigger maps on the PC version in BF4, then it's going to be a problem for ArmA and its antiquated interface.

---------- Post added at 12:50 ---------- Previous post was at 12:46 ----------

I think it would be best to implement something like in BF2/PR - the commo rose menu. The "derp game's" solution was inspired by that, but not really that slick since it was designed for the gamepad. Still the old interface needs to go, commanding units in a firefight is a pain - no RL commander has a printed list of which keys to press to order covering fire or stealth movement.

Good to know. In full agreement on those scroll lists with you, since currently, AI command takes up 24 (twenty-four) keys; another angle is the introduction of dedicated weapon selection keys to the number row to simulate infantry tactical vests, as opposed to the current World War I mechanics of huge rucksacks with everything in a single compartment.

Winning all around.

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That be sarcasm? :) I'm speaking for Common Sense, which isn't so common nowadays; the end result in online activity will be the judge, as always. Keep in mind BF 3 Armoured Kill expansion already has been released, and if they can wedge bigger maps on the PC version in BF4, then it's going to be a problem for ArmA and its antiquated interface.
Not sarcasm, it was dismay at a seeming aberration from otherwise relatively sound ideas that account for the newcomer's benefit, a perspective which I prioritize highly.

As for bigger maps... who the hell knows, there's a reason that Something Awful has an emoticon called :dice: which consists of a crumbling DICE logo. :rolleyes: (Answer: I wouldn't worry so much about BF4 as a threat to ARMA 3... they operate on a different playing field.)

Good to know. In full agreement on those scroll lists with you, since currently, AI command takes up 24 (twenty-four) keys; another angle is the introduction of dedicated weapon selection keys to the number row to simulate infantry tactical vests, as opposed to the current World War I mechanics of huge rucksacks with everything in a single compartment.
Mind you, I'm most concerned with being to "panic transition" to a sidearm, but then again there's already such a button for that in ARMA 2, so while my concern is satisfied, I can understand the benefits for others that aren't me behind the number row as dedicated selection. (It certainly makes more sense for me than the number pad where you'd be taking a hand either off of the mouse or off of the movement keys!)

Mind you, I'm perfectly comfortable with using a dedicated fire mode key separate from pressing the corresponding weapon's key. WARNING, the following may be a moot point if multiples-of-a-weapon-type aren't allowed: If the game allowed carrying multiple sidearms (LOL) or long guns (I can see this more likely) I wouldn't mind using the corresponding weapon's key to transition between the multiple weapons in that category (if it's just two then it's not excessive cycling), and if switching between weapon categories then it's a switch to the most recently equipped weapon in that other category.

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Not sarcasm, it was dismay at a seeming aberration from otherwise relatively sound ideas that account for the newcomer's benefit, a perspective which I prioritize highly.

I don't see a disconnect, all I suggest is viewed through the prism of 5 years of experience, as if I was given a chance to start up Armed Assault 1 for the first time - the Noob's eyes. :D This game needs nabs, a LOT of them in order to have any semblance of online gameplay.

There is a lot of good complexity, which makes ArmA the way it is, but controls, interface, multiplayer balance (LOLTung vs. no flare aircraft at release) is not upto par with the rest of the world.

And that particular remark was to address the clowns, who can't see the reasoning behind the brilliant ideas proposed by various people in this thread, they'd rather have a 3D editor, than do away with death animations, none-existent physics, scroll list interface and crap controls.

Edited by Iroquois Pliskin

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Thankfully Iroquois you can still think like a n00b, you're already a step ahead. :D Seriously though, what are "nabs"?

I wouldn't worry so much about multiplayer balance -- Gaia seems to have implied that ARMA 3 may well use the "comparable assets" method for the Editor, so hopefully default MP modes can/will utilize "comparable assets" type balance, and when it comes to BF and multiplayer balance, let's just say that at this rate some people question whether "the skygods" (read: jet fighters) should even be in Battlefield. Controls and interface are what ARMA can learn from "the rest of the world"... balance, not so much. ;)

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Thankfully Iroquois you can still think like a n00b, you're already a step ahead. :D Seriously though, what are "nabs"?

Nabs - newcomers, of course.

Controls and interface are what ARMA can learn from "the rest of the world"... balance, not so much. ;)

You're telling that to me? :D The KA-50 Vikhr spammer from Armed Assault 1? :D There have been horrid multiplayer balance design decisions in the past, I'm not letting this one slip by once again.

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