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lemmy101

Joypad Testers

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Hey peoples! It's come to our attention that we don't have many people to call upon for testing or improving joypad related things in the game--having, as you'd expect, very much mouse and keyboard-centric folks in the majority to call upon. We want to improve the joypad controls to the game over the next few builds, and would love to have some people to call on for joypad control feedback who would actually use it as the primary control method for the majority of the time.

 

If you're someone who actually chooses to play with joypad we'd love to hear from you! Send a PM to myself and Enigma Grey with information on how you play zomboid, whether you play joypad purely for split screen, due to preference, or perhaps due to accessibility issues, please let us know!

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14 minutes ago, Batsphinx said:

Details here gang :)

 

I sent details in the DMs I sent to lemmy101 and Enigma Grey. Should I re-post them here as well?

 

Edit: Oops. That link wasn't there for me when I posted this reply. Heading over to have a look at the thread linked.

Edited by Kaleidozombie
I did an oops.

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I play with a hybrid style. I use a PS4 controller in my left hand, controlling movement and opening menus. I use a mouse in my right hand, a multi button Razer. I find the PS4 joystick far superior for movement than WASD keys, but the controller is far too slow and imprecise compared to a mouse, for aiming and actions. So I found what I believe is the perfect compromise. Seriously folks, try it. I think you'll like it.

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I recently started poking at the game with my Switch Pro controller and have been finding it surprisingly accessible.  I may be down for a few controller-only playthroughs with extemsive note-taking.

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At the point when associated, this apparatus shows the present status of your gamepads, data sources, joysticks, and whatever else that can be accounted for by the HTML5 Gamepad Api. 

This is additionally valuable for investigating broken regulators, test equipment, and the sky is the limit from there.

 

To know more about the iOS apps, check this site.

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I just posted on the discord last week about how well the joypad works on this game now(i'm still in regular, not testing this new system yet). It's come on leaps and bounds and pretty much works as a stand alone. It's what the game needed to open up to a new market - for me, with the joypad/controller and the multi-player(when it launches) this should be one of the biggest games around. Been playing on and off for years and am very excited for where it will go next.

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Played with a controler for a few years, single player, split screen and split screen multiplayer, I can say it's pretty good with the aiming rework, well done with jogging/sprinting, excluding a few hiccups, for instance in random order:

 

1. When I am in the device menu, and I press left button above the trigger and lose focus on the menu, I cannot seem to be able to get it back.

2.Disclaimer in main menu does not interact with controllers, same goes with character creation - sprite rotation, or the prompt to quit when selected from main menu yes/no only clickable with mouse.

3.Controllers cannot select colours or input symbols in the game at all.
4.Dual monitor recognition and adaptivity, I just stretch it out in extended screen, but it's windowed meh.

5.When standing next to multiple electrical devices, I have no information which one I am turning on or off.

 

Luckly I have steam controler and it can act as mouse and keyboard on command to remedy most of this.

 

6.I wish the game utilized left stick more to flavor the variety of walking speed, it feels bottish when character has no fluidity between 0-100, (not counting running), especially when vehicles have this.

7.I don't currently remember if menu opacity is a thing, but it should be for when selecting containers to the south of  your character with your inventory open you'd see which ones you are selecting better.

8.Default spacing between item Type and Category should Include more space for Type to allow for longer names and prevent cutoff which obscures item quantity.
More UI scaling options would be welcome.

9.I don't have a solution but moving and switching weapons at the same time is impossible, it's one and then the other, not both.(Maybe tapping or double tapping weapon select button could select next weapon instead of bringing up the menu IDK...)

10.Farming needs farming selection not to dissapear once you press info on the crop for it to be ready to move on to the next one. (seems minor, but it really is obnoxious)

 

 

All in all there is some jank to get used to, but I am happy with your work,, the game really came a long way. I work  at the front line and thanks to you i have something to come home to.

You guys, are the real heroes.

Edited by vegetablegardener
Added to the point 2 that the prompt to quit when selected from main menu does not accept controller inputs.

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