Hi Warriors!
We are interested in receiving feedback on the following areas of the PC controls:
Did you re-map any of the keyboard bindings, including Stance directions (newly added for this test)?
Did you change the sensitivity of the mouse (either Camera or Guard Mode sensitivity).
Did you change the DPI setting of your mouse? Please list the brand and model along with the DPI setting you ended up using.
Did you have any problems using the mouse to select stances? Did you experience the wrong stance being selected?
Did you disable Lock Toggle (Keyboard)?
Did you play with an older Direct Input Controller? If you did, what was the Vendor and Model Name, and if possible, please post the DXDiag dialog Input tab information. To get this information, please follow these steps:
o Hit the Windows Key
o Type DXDiag and press enter
o Select the Input Tab
o Post the Device Name, Vendor ID and Product ID in the forum
- For Honor Dev Team
It's nice to see that, after adjusting the guard sens, the angle no longer switches with the tiniest micro movement of the mouse but it still sucks that i have to move the mouse in a straight line(up, left or right) for the direction to accurately change. Usually i never move the mouse in a straight line, depending on where my mouse rests. For example when i usually want to move to the right, i go slightly up or down and right - never straight. But this game can't handle that and changes the angle either to right or up which makes using the mouse more difficult than it needs to be. Which brings me to one question, has anyone at Ubisoft been playing the game with the mouse at all?
Tried rebinding guard break from middle mouse button to mouse button 5 but mouse button 5 is not recognized as an input.
I remapped several of the keyboard keys, in order to make them more in line with my Dark Souls keyboard setup (I must enjoy torturing myself by not using controllers for these things). Most of my keyboard changes were just for personal preference, but some were not:
- I changed the "cancel heavy attack" to a keyboard action, because I could almost never get it to register with the mouse wheel
- Ctrl and Alt seem strange defaults to me for locking/switching targets. Most games use Tab as a locking default. Also, I wish there were a way to make locking and then switching targets bound to the same key, while having a separate key for untargetting.
I did not map the Stance directions to keys, but I did adjust the meter to make them more sensitive to mouse movement. I felt like Stance changes weren't registering every time with the default setting. (P.S. For some reason, the Keybindings options menu lists two of the directions as "Stance", and one direction as "Guard")
It seems that while some keys that have been changed from defaults then appear as the new keys during play (e.g. Lock On key), the game still tells you to hit the default key during play for others (e.g. Revenge key). Also, during the tutorial, the key that glows on the onscreen keyboard to show you what to press is always the default key, even if you have remapped your keys.
The blocking and attacking is not quite as responsive as I hoped it would be. I made some changes to my control scheme to improve it, but I am pretty limited
The main issue is the lack of a deadzone on mouse blocking, given the way it's designed. It's very easy to accidentally block in the wrong direction, considering you CANNOT move the mouse once you activate a block direction, or you'll mess up. The same goes for attacks.
- First, I turned off lock mode toggle, and rebound it to mouse 2
- I bound heavy attack to F, and change target to V (Changing targets with V doesn't actually work with my control scheme for some reason)
Ideally, the ability to "hold" your blocks through mouse direction + button activation together would make an enormous difference in unintentional block directions. If this were a choice, I would rebind lock mode back to ctrl toggle, and bind block to mouse 2. This would also allow more camera freedom once in lock mode.
Also, I use a DPI of 450 on my mouse.
Don't know if this was already mentioned, tried searching for it in the forums, but when you map a key, that key's original bind doesn't get removed and you end up with keys bound to two action.
Maybe the action becomes contextual? Might help lessen the number of keys needed.
I didn't re-map any key bindings except for the guard break. Having guard break on the middle mouse button just took too long to get my finger there and click. I switched guard break to "F". My mouse has a DPI of 1,000. I changed the stance sensitivity to "3". Switching stances took a some practice; for me, it was about knowing where my guard was while attacking. I think that assassin classes are harder to play with a mouse compared to the others because you have to constantly move around the mouse to reset stances.
Did you re-map any of the keyboard bindings, including Stance directions (newly added for this test)?
No
Did you change the sensitivity of the mouse (either Camera or Guard Mode sensitivity).
No
Did you change the DPI setting of your mouse? Please list the brand and model along with the DPI setting you ended up using.
No
Did you have any problems using the mouse to select stances? Did you experience the wrong stance being selected?
No
Did you disable Lock Toggle (Keyboard)?
No
For me the PC controls were solid.
However, sometimes I missed attacks, or charges (raider) that should have hit. But I expect it to be wrong with the hixboxes instead of the controls.
So I didn't get a lot of chance to play as life got in the way. However I did get some time in.
Alt + Window key did not work or pull me out of the game
Alt + TAB did not work to pull me out of the game
Both these combination actually made in game menu selections for me, this was very frustrating.
I found that the range on "Locking" on to a target was a bit crazy, there were a few times that I bumped the Ctrl key and found my self locked on to a target across the map. You should consider limiting the range at which "locking on" to someone can occur. I also found it difficult once locked on to a play to easily switch between players 2v1 situations locking on is a death sentence.
I found that using the special was also buggy sometimes it would activate after the battle was over or not at all.