Honestly even if pointing AT what you want to use the button with to use it would be fine. If it would work like that.
Rahdo's words - what happened here?
But perhaps the controls weren’t balanced, maybe mouse input needed tweaking. Honestly, I just don’t want to believe we didn’t get footage and show demos because of some political bs to appeal to console players.
It reduces a set of potential inputs/outputs?
You already make a call that determines how far from the repair interaction you are, and if you are too far away, the torch doesn’t come out. If you are close enough, the torch comes out, lights and repairs the objective. What is different by using that same call to determine if your torch, that you can bring out with a bindable key, will then light and repair the objective?
This worked just fine in ET:QW. Either I could run to the hack objective with my hack tool out and hit mouse 1 or I could run to the objective with my gun out and hit the use key to bring out the hack tool and hack the objective. You guys had it perfect before.
[QUOTE=Exedore;358395]
Accessibility. To most on this forum that’ll read as “dumbed down”, but to the rest of the masses it’s better than standing there confused, then giving up entirely.[/QUOTE]
It worked perfect in ET:QW. On one hand, us players that like binding keys to the hack tool, did, and we ran to the hack objective with our tool out and hit mouse 1. And on the hand, these morons you refer too, that got confused, then gave up entirely, still had the option to hit use and bring out the hack tool and hack the objective.
One of the failures of Brink is the taking away of freedoms we used to have with ET:QW.
Awesome thread, I wasted 2h of my life… and i’m not mad.
GJ everyone! Next time, let’s make it a TV show/pod cast/or let’s fire up a SD -Ventrilo/TS server this weekend and move this discusion there (I’m not joking). Let’s record for posterity.
I think we’ve got that now, but seeing as you’re around and posting, will you answer the question about whether anything’s going to be done about it?
We know it’d mean changes to the UI etc., we know it’d require time and effort on your part, but are you able to tell us whether you’re going to give PC players the option to bind separate functions to separate keys?
It’s a simple Yes or No question.
[QUOTE=Kendle;358825]I think we’ve got that now, but seeing as you’re around and posting, will you answer the question about whether anything’s going to be done about it?
We know it’d mean changes to the UI etc., we know it’d require time and effort on your part, but are you able to tell us whether you’re going to give PC players the option to bind separate functions to separate keys?
It’s a simple Yes or No question.[/QUOTE]
I would love that too, but at this point I find it hard to even think that bethesda would bother paying for the man hours that it would take to implement this. I would love to be wrong of course. The population is just so :sadtapir:
It’s also an opportunity to get rid of some of us troublemakers too, if the answer is “No”
I have no interest in playing without the change, but then we represent such a tiny portion of the player base even if most PC players return - I’m not really sure if SD care any more. Not a dig, just being realistic
I guess we do represent an opportunity for future DLC sales, but to what value, who knows?
I’m not allowed to post any other way! 
I’ve checked it with our gameplay coders, and it would require a fundamental rework of the game logic for interactions. Merely separating keys for the functions as you’ve mentioned wouldn’t actually do anything very useful without this fundamental rework because the interaction type is initiated by the focal point of the player camera to begin with. I can see how changing it could be beneficial, but it’s something that would require substantial resources.
Unfortunately it’s really not a simple yes or no. 
This is the thing though - what I’m suggesting is simply splitting the binds, I don’t expect any changes (although it IS a bit broken :)) to the focal point highlight code. That can remain unchanged, still targeting exactly who it is right now. It’s then up to me to choose buff,revive or interact in terms of the key - if I cannot use the ability I chose on my current focal target, nothing happens. Simple as
If I highlight a command station and press my revive bind, ignore me. If I press the Interact bind however, let me at the station.
Please suggest this to the programmers - it really can’t be that much work when approached like this. It’s so damn close to this already, they really would only have to change the bind checking/reaction part of the interaction code. We don’t even need a message saying “you can’t do that to this target”, but they can slip one in if they have the time
lol
Would it really need the extra UI though?
You could probably get away with just allowing the option and having users have to set it through the console or in their configs, as an ‘advanced setting’ it wouldn’t be worst thing in world to not include it in the controls menu and have separate promts in game. Even if it’s just temporary till you can add the UI.
[QUOTE=Exedore;358831]I can see how changing it could be beneficial, but it’s something that would require substantial resources.
Unfortunately it’s really not a simple yes or no. :([/QUOTE]
Seems pretty clear cut to me. We all know very well that the people who care enough to hang out on this forum are in a small minority. And even if we represented a larger group of players that would’ve liked this, then these are still not likely to return once you implement it.
In other words, you would be spending a disproportionate amount of resources to please only a few. It’s just not cost-effective. I think it’s safe to say that we all can just forget this being implemented in this game. We’re mature enough to appreciate that. PC gamers aren’t asking for a lot though it may be way too much to implement retroactively. Most people that turned away from the game won’t return ever, I mean, everyone here as least a few handful of games they touched but gave up early on.
Take stock and use the experience for any future projects. Just don’t give the few here any glimmer of hope that it might still be fixed.
Thanks for the clarification.
A few people have announced this frustration; can I hear of more please (perhaps its own thread)? The focal point highlight code couldn’t change, but I need to put forth a value assessment for any functionality that further differentiates the platform codebases because it means increased maintenance on our end.
I’m certainly willing to make the case, but I’m ultimately not the one to do the work.
[QUOTE=Exedore;358831]I’ve checked it with our gameplay coders, and it would require a fundamental rework of the game logic for interactions. Merely separating keys for the functions as you’ve mentioned wouldn’t actually do anything very useful without this fundamental rework because the interaction type is initiated by the focal point of the player camera to begin with. I can see how changing it could be beneficial, but it’s something that would require substantial resources.
Unfortunately it’s really not a simple yes or no. :([/QUOTE]
I’ll take that as a “No” then.
Although I see where Daz is coming from. When you say “the interaction type is initiated by the focal point of the player camera” surely all you need to do is add a check to see which key is currently being pressed? If the user is pressing the default “one key does all” the code executes as it does now. If user is pressing one of the 3 new separate keys (buff / action / use CP) the interaction type is determined by that key.
However, unless and until someone from SD comes along and says “we WILL un-bundle these functions” it’s a No as far as I’m concerned.
I appreciate it’s no great loss if a few (and it probably would only be a few) people decided to stop playing because of this, but I’ll be one of those few. The game simply isn’t a PC game IMO if one key does more than one thing, and playing as a Medic primarily it’s just too frustrating, it totally kills the experience for me.
Ah well, it was mediocre while it lasted, adiós amigos 
Would it be possible to expand on the ‘fake weaponbinds’ script and have +vstr implemented? At the moment it needs the script to be executed twice to reset the bind to the correct key, but using +vstr could do an auto-rebind when releasing mouse1 after your action has been done. So Press F to set mouse1 as buff, press mouse1 to buff your team mate, +vstr kicks in and rebinds mouse1 to _attack. Would also need to remove the hitch when a bind is execed via script and all movement stops
Probably cause too many issues come to think of it. The distance issue and delay between looking at the char and the actual prompt for the action showing means I’m usually mashing my revive syringe key to get it to throw, which would rebind to shoot after the 1st release of the key.
[QUOTE=Exedore;358841]Thanks for the clarification.
A few people have announced this frustration; can I hear of more please (perhaps its own thread)? The focal point highlight code couldn’t change, but I need to put forth a value assessment for any functionality that further differentiates the platform codebases because it means increased maintenance on our end.
I’m certainly willing to make the case, but I’m ultimately not the one to do the work.[/QUOTE]
Actually, if you’d make 3 seperate keybind entries as mentioned before, but make these unaccesable for console players and only for pc players, then the code would still be the same for all platforms.
Since they all check the keybind but for consoles they would be the same key.
I made a mostly workaround oriented thread for the highlighting topic like exedore mentioned.
http://www.splashdamage.com/forums/showthread.php?t=29697
Any word on the number of unique players logging in to play each day across each platform?
Asked this question a few pages back but so far, no reply. Really interested in the volume of activity.
