Brentai wrote:Ignore any warnings against tweaking the settings. The settings require HEAVY tweaking befote the thing ever becomes halfway useful.
Yeah, I definitely got that impression right away, but I'm still working on the "tweak them to what
I've found a pretty decent set of presets for Stardew (oh hey, touchpad sensitivity is
adjustable!), but the face-button placement is still godawful. I keep hitting B or Y when I mean to hit A.
Using the shoulder/back buttons would be better, but again, there's a dilemma there, and that's that there aren't enough of them to replace the mouse buttons and
the face buttons. (A does the same as left-click and X does the same as right-click, but context matters; the face buttons interact with your character's location, while the mouse buttons interact with the pointer's location. ...actually, maybe I should look into this a little more, because I know
I've used the face buttons to place things in my house somewhere other than right in front of me. This might be workable.)
Brentai wrote:Experiment with the gyroscope a lot and practice using the gyroscope and touchpad in combination. It starts to feel alllmost like a pleasant alternative to a mouse once you've got that figured out.
I could see the gyroscope being useful in racing games and FPS's, but I'm not as sure how I'd use it in a top-down 2D game like this. Maybe to replace the shoulder buttons to scroll through items? I dunno, the triggers are already too fiddly (the last control scheme I tried had them on "hair trigger", which, no; I guess I gotta figure out what all these sensitivity settings mean. Or just swap the bumpers with the triggers, which probably makes more sense.)
And I find myself not using the left touchpad at all
. Most configs map it to the number keys, which is a smart idea in theory; it's basically a radial menu, the equivalent of using the D-pad to select items in the Arkham games. But the very important difference is visual feedback; when I select an item with the D-pad in an Arkham game, there is an icon
showing me which item I'm selecting, when I inevitably forget which of the dozen different bat-gadgets is assigned to which direction. With the Steam Controller, I just get a set of numbers, and I have to look at my item bar to remember which item corresponds to which number (and, unlike the Arkham games, the order frequently changes); it doesn't save time, it takes longer than just moving through items with the shoulder buttons.
There has to be some
useful feature I can figure out for the left touchpad, I just haven't worked out what
(It'd be useful to work as a scroll wheel to go through long menus, but that's so special-case as to make it almost
as useless as not using it at all.)
I haven't tried it with anything else yet. I picked up Civ6 and Cities: Skylines, which both seem like ripe examples for testing whether it really makes sense to use this thing for keyboard/mouse games, but so far I've only played them with actual keyboard/mouse.
(I'm shocked by what a resource hog Cities is; I was not expecting that. It runs fine on my Chromebook if I turn all the settings down, for values of "fine" where I get done playing and realize my laptop has gotten shockingly hot and used up most of its battery. Guess if I want to play it on the Chromebook I'll have to stream it from the desktop in my office. Or break out the higher-powered but larger Windows laptop I mostly don't use; as it is I'm already using that one for Civ6, since the Linux port isn't out yet.)
I also suspect that any change of the SV controls will confuse the heck out of my nephew, who spent yesterday morning playing it. (It's really not appropriate for him; his reading level is just about enough that when I say "Switch to your hoe; it's in slot 4" he's likelier to recognize a number "4" than a tiny icon of a hoe. But he wanted to play it because he wants to be like me; poor deluded kid.)