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  1. Thanks for the testing opportunity, guys! Love the progress. 1. What controller are you using? The Logitech Gamepad F310 (though as far as the software is concerned, it's seen as an Xbox controller). 2. Does the controller work? Yes, no issues getting it to run. The game recognized the controller right away. 3. Please check out the new gamepad customization menu in the Options. Does it work, and does it make sense? Is it relevant to the pad you’re using? How could it be improved? The menu works and is appropriate for my controller. It might make more sense if the separate menus were merged; maybe the info from the Controller bindings tab could go in the empty space under the Axis inversion options. 4. How does your gamepad feel in-game? Is there anything missing, and has anything changed that you’re used to playing with? Feels great, all in all. It's refreshing to use a dual-stick to navigate, especially in a fight. I didn't find anything outright missing. 5. How would you like your gamepad play further improved? - I would like it to be more clear where my 'cursor' is in the more complex menus. Especially when building a character, I sometimes lost what option it went to next. This could be helped if the text of the option I'm on (not just the box) was bolded or highlighted as well. On a related note, it wasn't clear how to get to "Ready" in the character build menu; I kept getting stuck on the "Select to load" dropdown. In the player creation menu, the 'cursor' should start at the top rather than the bottom of the screen. - I'd like the A button to do more, being a dedicated 'quick action' key. Also, it feels like the context 'sensitivity' for the A button is less than the E key. I feel like I can open a door with E sooner than the A button prompt comes up. - It'd be nice to have hold-press functions for the buttons. For example, I like that I can use E to open a window and then hold it for a tactical exit. Also, I can hold space to continue kicking a fallen zombie; it'd be helpful if the controller buttons acted similarly. - I like using the left and right bumpers to navigate down different containers; it'd be good if the left and right triggers went back up. 6. Do you play in split-screen? If so, how is this beta playing? No, I've only played with friends online. 7. In the current game when you use inventory and character windows, your survivor on-screen can still move and perform some actions. If we were to forbid this, and have you either controller as your survivor OR having you navigate the UI, how would you feel? How would this change your playing style? I prefer the current way, and in fact would like it if the right stick still allowed me to turn around while in menu; that way I could easily go from one container to another. I'm okay if movement were forbidden as long as there were a quick way to jump out of menu when zombs inevitably jump me. 8. What other gamepad bugs or weirdness have you noticed in this build? - If I use the "Interact" key when not near anything interactive, it seems like I get reduced functionality button-wise. Maybe it's trying to pull up an invisible dropdown? I can only get out by pressing B, and can then use all the regular buttons again. - When I stop moving without using right stick to look around, my character snaps to looking at a nearby direction. It'd be best if my character just kept looking in whatever direction I stopped at. - When there are multiple things nearby, it seems like the "Interact" key reacts with all of them. I was looting a sink cabinet, and when I pressed the Interact key to loot an item, I vaulted through the window over the sink. 9. This build also contains a java lwjgl upgrade. Have you noticed any changes in game performance and stability, especially at higher resolutions? I didn't see any performance changes, good or bad, but PZ already ran pretty well for me before. 10. What's the Number 1 most important issue that you'd like to see resolved in the next update to this beta? I'd most like to see your character consistently keep facing the direction you are when you stop walking (when not using right-stick to manually look) Looking forward to seeing this feature--and the game itself--keep developing!
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