Jump to content

Sdodo

Member
  • Content Count

    7
  • Joined

  • Last visited

  1. Hello there ! So i played with my gf an hour or so yesterday, here is my feedback : I wanted to play splitscreen, i was on the controller beta. I tried several times but after i created my character my spawn next to player 1, i could move around but it was impossible to open the inventory (pressing Y was doing nothing, even if, in the game menu I could see that the controller was recognized and the Y button was pressed). So we change to the normal 40,3 and after a little bit of messing around, we manage to start a new game and everything was fine. For now, to create a splitscreen game, you have to connect your controller, start the game, start a new game with the K/M, and once in the game press A on the controller and create your character. 1/ Say that you are alone, playing with a controller, and your gf just comes in. Give her the possibility to create a new character and make a splitscreen game by just pressing a keyboard button. If there is already a button, then makes it more obvious so that the process of creating a splitscreen is less tedious. 2/ Sometimes, when playing splitscreen i couldn't loot certain containers (happened 1 out of 20 times I would say) 3/ Give me the ability to enlarge or reduce the windows of the inventory of the player with a controller. It was kinda overwhelming and too big sometimes. I'm so eager to play the anims build ^^ Be brave and please no burnout <3
  2. Hello everyone. So I didn't play since the update 6, and played update 13. And man what a progress ^^ ! What controller are you using? Wired XBOX 360. Does the controller work? Yes. 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? Nice to me How does your gamepad feel in-game? Is there anything missing, and has anything changed that you’re used to playing with? Wel i played for about 2 hours, starting a new character twice. Everything was smooth. The only things I would change is, accordingly to a post of Kaleidozombie, assign a simple button (say B) to open/close the inventory, cause it's unintuitive to open with Y and close with B. Also, in inventory : Assign X to take something, it's boring to double tap A to take an object. And use A button to see the condition of an object. In character creation : Make the selected windows more obvious, with maybe a thicker borderline for example What other gamepad bugs or weirdness have you noticed in this build? Well maybe i had luck but nothing particular. This build also contains a java lwjgl upgrade. Have you noticed any changes in game performance and stability, especially at higher resolutions? Nothing to say What's the Number 1 most important issue that you'd like to see resolved in the next update to this beta? In character creation : Make the selected windows more obvious, with maybe a thicker borderline for example I'll try to craft more objects and do more things in my future runs. Thanks for your job !
  3. Hello there ! What controller are you using? Wired Xbox 360 Does the controller work? Yep, I just had to invert y axis for both joysticks. 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? So the first times i tried this controller build i confess i didn't pay much attention to it, as i mostly wanted to play. This time i looked into it, and 3 things bugged me : So terms are dev oriented (togglemode...) and so unclear I didn't found a way to assign nothing to a button. I mean that when you click a drop down menu, there is no <none> option. I would like to have more option : Select the organisation of radial menus, assign a button/joystick/pressed joystick to reload guns, to zoom in/out, to toggle walk/sprint. While not everyone may use this last option for example (as i personnaly think it's fine to walk/run only with the joystick), it's nice to have the choice. How does your gamepad feel in-game? Is there anything missing, and has anything changed that you’re used to playing with? I must say it feels better and better ! How would you like your gamepad play further improved? Having a reload option (sorry if it exists already) Maybe have a thin line indicating precisely where your character is aiming. I don't really know if it's a good idea, it maybe have to be tested in-game to see how it feels. I want to open the interact windows with X and select the option I want with X. I think it would be more ergonomic than opening with X and validate with A. OR : Open the windows with X, selecting the option by pressing X multiple times ( each time I press it select the option below the one currently highlighted) and validate with A. It would reduce the number of movement needed. Do you play in split-screen? If so, how is this beta playing? Yep and while the gamepad player is globally a little bit slower at scavenging and selecting things, it's really fun, especially once i realized i could move to inventory windows of the keyboard player (stupid me). No freeze or lags. One thing that may be optimized is the size of the window for the gamepad player. PZ is a game with a lot of windows, and during splitscreen, there is twice the number of windows for half the space, which felt a little oppressive and ugly : all these black boxes over this beautiful world. Maybe add an option to reduce the opacity of the windows could help. 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'm still very reluctant to it. Zombies are to dangerous to stop. What other gamepad bugs or weirdness have you noticed in this build? Sometimes when I want to enter a car it doesn't work and i have to move a little bit closer or further from the car. Nothing game breaking but could be a problem when in a hurry. Breaking certain windows with the B button doesn't work. BIGGEST PROBLEM : If i press X with nothing to interact nearby, the game doesn't open a windows, which is normal BUT consider that a windows is open. So i have to press B to close this windows that doesn't appear on the screen. Frustrating because i died to that grrrr. This build also contains a java lwjgl upgrade. Have you noticed any changes in game performance and stability, especially at higher resolutions? No particular problem What's the Number 1 most important issue that you'd like to see resolved in the next update to this beta? If i press X with nothing to interact nearby, the game doesn't open a windows, which is normal BUT consider that a windows is open. So i have to press B to close this windows that doesn't appear on the screen. Frustrating because i died to that grrrr.
  4. Hello there ! So i tried again after your first fixes What controller are you using? Xbox 360 wired Does the controller work? Yep 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? Still good to me How does your gamepad feel in-game? Is there anything missing, and has anything changed that you’re used to playing with? Still clunky, notably because i can't zoom in/out in a fluid motion, but only by 25%step and because using radial menus (which work nice once i figured what was what) forces me to move my thumb out of the left stick, letting me unable to move. How would you like your gamepad play further improved? I would like radial menu to open when i press the joystick. Now, pressing back, then orient the joystick, then release back, works yeah, but feels VERY uncomfortable and not fluid. Having 3 radial menu (1 when pressing Ljoy, 1when pressing Rjoy, 1 using the 8 arrows) should be enough. Do you play in split-screen? If so, how is this beta playing? Not this time sorry :/ 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? Still a big no to me, i don't want to die because i was paralyzed cooking a pie. What other gamepad bugs or weirdness have you noticed in this build? I created a new character, but i could manage to select the "play" option in the character panel to launch the game, i had to use my mouse. Y axis for moving and aiming was inverted. Nothing the option "invert y axis" couldn't solve but that's boring. When pressing RB my character swung his weapon, but the camera also moved all the way towards the direction i was aiming, leaving my character at the edge of the screen. It made the combat nearly unplayable. Sometimes i clipped in furnitures, especially sinks with windows and cupboard with windows This build also contains a java lwjgl upgrade. Have you noticed any changes in game performance and stability, especially at higher resolutions? A little bit laggier yes. What's the Number 1 most important issue that you'd like to see resolved in the next update to this beta? When pressing RB my character swung his weapon, but the camera also moved all the way towards the direction i was aiming, leaving my character at the edge of the screen. It made the combat nearly unplayable.
  5. Hello PZ team ! What controller are you using? XBOX 360 gamepad Does the controller work? Yep but i had to mash random button in the menu before it worked. 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? Works but could use lines to connect boxes and buttons. How does your gamepad feel in-game? Is there anything missing, and has anything changed that you’re used to playing with? It's very satisfying to move your character. The rest feels clunky. It didn't find an easy way to zoom in and out. For me the best combination would be LT + up/down on RJOYSTICK to zoom in/out. How would you like your gamepad play further improved? Make an UI specially designed for the gamepad, as the current UI is too dependent on the ability to scroll and select precise items quickly. Do you play in split-screen? If so, how is this beta playing? Yes ! It was very funny and worked well. Except the normal bugs of the current gamepad config, we noticed that the inventory UI of the keyboard player was the same as in solo, and so took place in the center of the screen. 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? To me it's a bad idea, as i always want to be able at least to move, else it would be to dangerous to play with the gamepad. Which mean that i have to be able to navigate the UI without the right thumb. What other gamepad bugs or weirdness have you noticed in this build? Sometimes the character continued walking in a random direction after I released the joystick Sometimes the character didn't faced the direction i wanted. Stomping zombies on the ground was slower, and I had to mash the button (whereas i just maintain spacebar in Keyboard/Mouse) When i want to interact with something I press X. If i go away, I have to press B to make the text disappear, which is tedious. The text should disappear when I go away. When i want to interact, I press X, and i have to select the option i want with the arrows, which is very rhythm breaking, as i have to move my thumb to the arrows, and then back to the joystick. For me, I should be able to cycle the option by pressing X multiple times, and then validate with A. This build also contains a java lwjgl upgrade. Have you noticed any changes in game performance and stability, especially at higher resolutions? Not really, but the game slowed and had little hiccups when i was completely zoomed out. Nothing impactful though. What's the Number 1 most important issue that you'd like to see resolved in the next update to this beta? Make a UI specially designed for the gamepad, with wheel menu (like in DOOM) and with which can transfer lots of item quickly. Maybe one idea would to allow option like "transfer all food/books/weapon/health stuff/..." as generally players gather thing outdoor and then come back to base and try to stay organized. Thanks for your work and courage !
×
×
  • Create New...