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Thread: Feedback: The 2 controllers need to be different from each other

  1. #1

    Post Feedback: The 2 controllers need to be different from each other

    Great first iteration of VR support, guys. Here's my feedback.

    Besides the obvious to-do (making all tools work correctly, especially drawing; making highlights work; making context menus work), the controllers need to not be identical. Identical controllers waste a ton of potential, especially considering the limited amount of things you can do per controller.

    Both controllers should probably have a marking on them somewhere (a number or something to distinguish them).

    Controller 1 changes:
    Touch-Pad Up: Raise / Randomize / (Should probably also do "Roll" (R) when used with dice highlighted/hovered)
    Touch-Pad Left: Rotate Left
    Touch-Pad Right: Rotate Right
    Touch-Pad Down: Place down
    Touch-Pad Center: Teleport

    Trigger: Pick up stuff, etc.
    Grip: Change pick-up style for both controllers

    Menu button: Menu

    Controller 2:
    Touch-Pad Up: Scale Up
    Touch-Pad Left: Flip
    Touch-Pad Right: Lock (important! I couldn't find a way to lock/unlock things without keyboard which is at the other end of the room)
    Touch-Pad Down: Scale Down
    Touch-Pad Center: Magnify (moved off of grip on controller #1)

    Trigger: Pick up stuff, etc.
    Grip: Move yourself in the world (such as when holding both grips in "Pool Nation VR")

    Menu button: <undecided>, it could be a "show help" kind of thing that displays tooltips for every button mapping like in Pool Nation VR?

    Anyways, these are my control suggestions.

    EDIT: Also, the grip pickup style setting should save. If you prefer picking things up like IRL, you constantly have to do grip each time you pick up an item, which is a bit annoying.

    Also, there seems to be a bug with the Magnify feature where the magnified item disappears at random angles.

    EDIT2: While viewing a magnified item, rolling your finger on the touchpad up and down (like a mousewheel) on Controller #2 should scale the preview to be smaller/bigger.
    Last edited by ph2001; 06-05-2016 at 03:51 PM.

  2. #2
    100% agree with the title of this post. The controls don't need to be duplicated for each hand.

    I feel like the "action hand" could have nested menus/gestures describing what you want to do (e.g. action hand menu button switches between transform and manipulate mode), where the "off hand" could have multiple functions as described in:

  3. #3
    Join Date
    Jun 2016
    If the controls aren't duplicated for each hand, you lose the ability to freely manipulate two objects simultaneously (they could not be flipped or rotated independently), in which case I would prefer a setup with one active hand and one settings hand, like Trafficone suggests. Something akin to Google Tilt Brush would suit the game quite well (pointing at a rotatable menu attached to the settings controller for various options).

  4. #4
    I also agree on having the option of different control schemes for each controller. That would help a lot.

  5. #5
    Absolutely! and might also give the possibility to switch between "creative"mode and "play mode".
    Right now the amount of button available is a big cnostrain. With creative mode you could have more object manipulation options while in play mode more social stuff like mic control, draw cards, etc.

  6. #6
    I'm going to have to also suggest a way to edit the keybinds on the controllers, As a Blackjack host,one thing that stops me using the vive is the difficulty in copy/paste.

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