I know this thread is specifically for the multi-select function for items in the inventory, but for some of these features like that or context/interact stuff, it would be very helpful if we could actually padmap our keybinds for controllers.
The way Multi-Select worked with inventory management was somewhat closer to what I was hoping they might do for a hotbar port on the controller layout, cause I'm not a huge fan of the radial scheme, and this seems like adding another layer of click click to the process.
Here's an example trying to transfer scrolls... In the previous patch this could be achieved with a more fluid click and drag type motion. Now it takes like a couple dozen clicks to get the same stuff selected...
![[Linked Image from i.ibb.co]](https://i.ibb.co/K9p9mtb/Screenshot-2023-11-03-164832.png)
OK I can feel a big digression about radials coming on, sorry in advance, but I do think it's somewhat related or at least on the Patch 4 controller feedback theme. I'm pretty sure the 'hot garbage' thread will draw more eyes, since the title is more provocative, but I already typed a bunch in this other thread too, so I'll link it as well...
https://forums.larian.com/ubbthreads.php?ubb=showflat&Number=890993 Had a few more thoughts on the controller layout though (I'm on PC not PS5)...
For me the whole purpose of using a radial display for a controller UI would be to avoid requiring a double click confirmation with a secondary or tertiary button (which seems to be the approach now for multi-select too.) Otherwise these menus might as well be a Grid or just the default Hotbar that we see when playing with a M&K on the PC right? Like there's really no advantage I can see to putting all this stuff arranged in a circle, if we can't easily drift to position with thumbstick and then release to make the quick selection. Without that, all the ergonomic upsides of having the UI layout design to match the circular motif of the thumbstick is basically lost. Instead it's currently handled with RB/LB taps and a secondary key to confirm.
The current Radial takes up a significant portion of the screen and obstructs almost the entire field of view. The center radial crowds out the Avatar for the selected player, and the side radials take up basically the rest of the screen real estate. If its going to dominate so much of our field of view why not just increase the size/diameter of the individual radials so they can house more icons?
Right now the Radial has 12 positions like a standard clock, but it could just as easily have 24 positions at twice the diameter. Then maybe the player could still see what's happening in their field view with their avatar being surrounded by a larger circle, instead of truncated by smaller circle that cuts across their knees or whatever. A radial design with 24 positions would mean fewer radials in total and allow for more flexibility to organize/arrange the icons in a way that makes sense to the individual player. Especially for grouping related actions/bonus actions/spells.
Otherwise, again, I don't see how a circular display is any better than a rectangular grid for this. Or you know, just using the thumbstick to navigate a standard PC hotbar up/down/left/right the same way the inventory screen works. Whatever the scheme, it would be nice (at least for PC players) if our hotbar and our radials would clearly indicate the positions of each icon, so we can parse where they will appear when switching back and forth. For example, if the Hotbar is organized in columns and rows, then labels for each position A-D and 1-12, and on the radials to match. Or something similar with a shift/click using the numpad keys so we can get 1-0 twice, just so it's easier for the player to see what the radial is keying off in the hotbar if they switch back and forth between M&K or Controller mode on the fly.
Here's another example, showing how the radial display compares to the hotbar display for the same amount of visual information. If you change up your hotbar in the M&K layout, you can end up with a pretty haphazard look in the radial, or vice versa going from the reorganized radial to the hotbar display. As noted elsewhere the organization within a given radial or the order of the radials isn't saved, so everything can shift if you switch a weapon or use an item, leaving gaps. Some of the more common actions will require you to tap over through a number of radials to get at the ones you use most often. It's obviously much easier to get a quick survey glance with the hotbar display, since you can see all the information at once instead of having to cycle around.
![[Linked Image from i.ibb.co]](https://i.ibb.co/z63qrj8/Screenshot-2023-11-03-164605.png)
![[Linked Image from i.ibb.co]](https://i.ibb.co/xMfpMTg/Screenshot-2023-11-03-164616.png)
You can see that the radial organization doesn't seem to be based on the Rows Columns of the hotbar, which seems less intuitive to me, especially since the radial display doesn't account for the slider break between the basic attacks/actions/item abilities section, and the spells/class ability section. The icons skip around run from one section of the main hotbar into the next when transitioning to the radial display.
It's weird because on the standard hotbar we have 16 positions (each row has 16 squares across the length of the hotbar) but the radial display only has 12. Meta magic and such is also treated like it's part of the normal rows/columns, even though in the hotbar display that stuff is separated out. If you create a custom hotbar then you can get an extra slot (since the sliders disappear) but the point is that they don't match up when switching from one display to the other, since there is a different number of slots for each. This makes it's hard to tell what's going on if you switch between controller and M&K.
Also, we still can't natively invert our camera pitch/yaw inside the game. Players using steam can at least switch this by going into Big-Picture mode, but it's not terribly convenient as you have to go deep into the settings. I doubt most invert players would even think to try launching the game in Big-Picture just for that. If playing on PS5 you don't even get that option, or at least that's my understanding. This would be a huge pain in the ass if you're an invert. BG3 is only pseudo-isometric, it still uses Camera Pitch for targeting anything above/below the sightline or anytime verticality is in play, which is quite often in this game. Even basic movement requires targeting of this sort when verticality is involved. For me the issue is Pitch, but I know for others it will be Yaw. These should be top line items in the Accessibility settings, you know, before "Camera Shake..."
![[Linked Image from i.ibb.co]](https://i.ibb.co/RHQP6h3/Screenshot-2023-11-03-081158.png)
Ideally it would be in the "Controller" settings, which currently doesn't allow any mapping at all (again I'm on PC so Xbox controller view there). I would literally change almost everything on this layout... It all feels backwards to me. I'd happily switch my buttons for triggers and reorder the D-pad if it was an option, but right now what you see is what you get... unless you want to mess with your config under the hood in a txt editor, but like seriously who's trying to do that?
![[Linked Image from i.ibb.co]](https://i.ibb.co/CvDBs8n/Screenshot-2023-11-03-081034.png)
For me the current controller layout uses odd combinations of LB/RB and the Triggers in conjunction with the thumbstick to do simple stuff like switch characters, but then uses the D-pad for stuff like Jump, which is pretty much the opposite of what I'd expect. It's just awkward to be using the top buttons so much. Default Right Trigger RT brings up the main menu, where we can access the Character Sheet, Spellbook, Map etc. which feels like something we should bring up with Select/Start. RB brings up the Radials, which we then cycle through using the RB/LB taps. Default Left Trigger LT brings up the select Portrait/Character, which then uses the thumbstick to switch between party members. To me that feels pretty backwards for a default layout, since Triggers are more ergonomic and should be used for the more click intensive things, which in this case would be navigating the radials for the various actions. The current controller layout reminds me of playing old games on a Super Nintendo or a PS1 controller, before things like thumbsticks and triggers were introduced/refined to the current standard.
Currently BG3 is unusable with any of the normal padmappers I've seen, because all the important keybinds are pre-configured here. I should be able to take the inputs from my M&K layout and graft those onto a controller layout 1:1. Like if I can do it for a game as ridiculous as SWTOR with hotbars that take up like 3 sides of the screen, I should be able to do it for something like BG3 which has relatively simple default controls by comparison. Typically you'd achieve this using one of the RB or LB button to toggle and cycle the keybinds, but you can't do that here since the top buttons are how we we're meant to navigate from one radial to the next. Just looking at the controller layout and comparing to virtually every other game, I don't understand why we can't set up some more standard conventions by noodling around in the settings. Using the D-pad to cycle targets, jump/hide etc. feels hella bizarre, since I feel like this would be way more ergonomic with a trigger, but maybe that's just me?
Anyhow just one of those things I noticed. Once I get used to doing things one way, but then it's tweaked, it'd be nice if we could just pick and choose for some of this stuff or revert, or maybe have a couple default layout options like the old Golden Eye, where they each had codenames and were sort of designed to follow a series of standard conventions. Not to knock the current default too hard, but maybe if there were a few more schemes to choose from I could get something going that's more my speed. Right now I just revert to M&K.