Having a good default is nice, but it should resemble more of an industry standard. Shift sprint or make sprint default and reverse it to shift to run. F to use and G to alt use was good. C or Ctrl for crouch are both fine, toggle or hold doesn't make much difference. P for paper doll I for backpack M for map Enter to start chat Escape to toggle GUI is fine IMO, though I don't really know what other games use for it. 1-0 should activate the currently visible hot bar slots in order. Q and E for mount leans. Probably some other "standard" ones that I've missed. This is pretty much how it use to be and in my opinion, the best way to get a clean start that anyone will be comfortable with to get killing mobs asap. After this, there should be groups of types bound to a single key by default like a "heal other" group that contains heal-other and sacrifice already bound and ready when the skills arrive. People need to get in and start playing. The longer they spend messing with unfamiliar binds increases the likelihood of giving up. There are also plans to attach weapons to the paper doll and make selecting a skill equip the proper weapon which should also reduce the complexity quite a lot.
A slot for staff/mainhand/bow/shield on the paperdoll would be ridiculously easier on the player and I imagine on the client as well. I can feel a slight FPS stutter when I swap weapons, probably due to the ridiculously long bar of weapons I have attached to the bar.
If it's not too hard can we get C and CTRL for crouch (both) Put Revive back on Z (OG bind) Gank back on X (OG bind) When the paperdoll thing is ready we could put shield as right click by default with auto parry built in (really no reason not to have autoparry) Q E can double as mount leans but when off mount to be 2 handed weapon, Bow. Not sure where I'd put the staff bar/s. You need the transfers, healself, an offensive bolt spell, and a basic mobility spell like begone TAB and Tilda (Grave, `) are open for something, V and B also open.
I think that a solution It would be by change the staff system, in my case i have like 10 staff binded for every cycle of spells , and in many case if i loot someone i have to delete staffs from hotbar so i don't have to use them. This Is a big problem from df1, why i have to choose a staff then cast a spell rather than only press the spell Button to cast It? @bpg please change It! Delete sprint and make It auto, you can sprint only on mount. Many times new players thinks that they are sprinting but Is not true and wolk in this game Is useless. (One Button less) Another think It could be to add a ray hotbar with all ray inside from default, so you have only to unlock them. Make Two default bindings One for mage One for destro. This will be a big help for new players.
would be great to see a whole UI system in place for this. for example pop ups like this - would be awesome to see as it makes the game more interactive and free flowing while still getting all the info in. ultimately i think you should have keyboard mapping system in the UI options that will allow you to cycle through different default keyboard mapping aswell as importing your own. with showcase imagery like this -
Reinstalled, logged in, realized i'd have to redo all my binds....................................................................it's painful how many binds their are in this game. Very painful.
F and G are prime binds for spells/skills. If you can make it so that they can be used for both then I think that is fine. Like when you have your weapons sheathed they are for use and alt use, but when you have your weapons out they are used for a spells/skills. Q and E for mount leans is good, but they should also be used for spells/skills, I think this is already currently possible. --- Post updated --- Ctrl is too important as a modifier key to be used for crouch, I think C crouch is just fine and perfectly normal as a standard in a lot of games
I’m talking “default” binds, stuff that players just starting out will be familiar with so they can start playing the game. What was created recently is not intuitive at all and shouldn’t be there. key binds are something that players develop over time to fit their style. The ones we stay start with should be familiar.
Guna have to agree with kilrain on this one. Like I said, expecting a brand new player to be thrust into the endgames of Darkfall and understand the ridiculous amount of binds is not reasonable. If they continue to play the game they will attune their binds to their preference over acquiring and using abilities. Give them a reason and make them want to use those abilities and the problem will solve itself. (or reduce the amount of binds )
So you aim to keep it so that everyone needs to set up their own bindings? What is the point of messing with the bindings at all then? If the current defaults that were put in aren't intuitive we have many others to choose from. List the binds in the spellbook and let players change them in the spellbook. You are setting up players for failure if they aren't practicing with good key bindings from the start... @Andrew seems like BPG is not on the same page...
HANDHOLDING IS ACTUALLY SETTING SOMEONE UP FOR FAILURE. OVERWHELMING NEW PLAYERS WITH BINDS AND ABILITIES IS SETTING SOMEONE UP FOR FAILURE.
HOW IS HAVING VIABLE BINDS SET UP FROM THE START HAND HOLDING? AND NOBODY SAID WE SHOULD THROW ALL OF THE END GAME BINDS AT A PLAYER FROM THE START
Okay enough yelling! That is just not true. Everyone follows the same basic meta that has been established since the original Darkfall. It is still basically the same gameplay even after the combat changes. Everyone that is decent has keybindings that are centered around WASD. Setting up binds is tedious. Setting up binds is tedious. Setting up binds is tedious. Setting up binds is tedious. Setting up binds is tedious. Setting up binds is tedious. Setting up binds is tedious. Setting up binds is tedious. Setting up binds is tedious. Setting up binds is tedious. Setting up binds is tedious.
It really doesn't matter if it's tedious. Setting up binds is a requirement to playing any game as in depth skill wise as Darkfall. Especially so since everyone is different and will need to adjust their controls to their preference. What exactly is wrong with: As a new player learns a new abilitiy and begins to use it, they can bind it to their preference. If a new player doesn't want to take the time to do this, there is other problems that need to be addressed.
It does matter if it is tedious because there is a ton of stuff to bind. We can't reduce the amount of necessary bindings without completely changing the gameplay. Having examples of where things are bound is helpful. What is wrong with having the new ability pre-bound to something that makes sense? There is nothing stopping players from changing it if they decide to. A new player isn't thinking about efficient/viable key bindings. They are trying to play the game. So things need to be setup for them to do that successfully. When they get to a point where they want to customize they will have lots of ideas for keybindings that will work.
BPG your binding system Is tedious because come from df 1 that was worse, use the paperdoll to simplify It by putting new slots for staffs and other things. Make It more intuitive because only a default key bindings will not bring new players. I think that a noob have to understand binding system and mechanics by play not by ask.