BUGS: The UI and keymapping mess

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hi Devs, I was never part of the initial wave of negativity aimed against you and feel for you with regards to how things panned, but I think the absurd UI and keymap design can no longer be ignored. Please consider the below examples of just how inconsistent – not to mention, buggy – it is:

‘navigation’ keys are sometimes WSAD, sometimes ARROWS, sometimes MOUSE SCROLL, sometimes Q, E and sometimes 1, 3.

‘select/confirm’ key is sometimes F, sometimes TAB, sometimes MOUSE1, and sometimes even E (when dropping a body). How about a single, universal key in every situation and menu (like MOUSE1, E or F).

‘return/cancel’ key is sometimes ESC, sometimes C, sometimes Z, sometimes X and sometimes MOUSE2. How about a single, universal and easily-accessible key here also (like MOUSE2 or Q, instead of awkward ESC + 4 others)

‘walk’ key, or the lack of thereof, is very noticeable in a game such as Cyberpunk. The disturbing part is that you already have a walk key and just fudged it up by forcing pointless zoom-in onto it. If you were to simply remove the auto ‘zoom-in’ feature from the aim/ads bind (MOUSE2 by default) we would immediatelly gain a walk key without need for ANY extra keymaps and complications. The forced zoom is pointless anyway since you get your kiroshi optics and mouse-scroll zooming very early in the game. You could keep the forced zoom-in feature for projectile weapons ADS only, and even there you could allow an option to switch it off in game settings, as it’s a non-essential and completely arbitrary feature, especially for PC players.

‘weapon cycle’ behaviour is a Picasso-like mess also: the most accessible single tap grants the most useless feature of weapon cycling, already covered by mouse scroll and 1, 2, 3, 4 anyway, rendering it completely obsolete. At the same time, its most quintessential features - the weapons menu and the holstering, are mapped to the most awkward long delay press, and to double tapping, which mixes up with the cycling feature half the time. You could easily scrap the cycling feature, map holster to single tap and holding down the key to weapons menu, with immediate return to the game upon releasing and mouse scroll for cycling grenades and meds.


The inventory menus (equipment/map/crafting etc) design feels like a placeholder; it’s a dated and incredibly awkward way to navigate for many, many reasons it would take too long to write about. It’s completely blown out of the water by consistent, immersive and well thought out navigation systems of such games as Fallout 3/4 (pipboy), Metal Gear Solid 5 or even ancient System Shock 2. In a cyberpunk setting you have had such a good opportunity for a similar ‘in-world’ type of optical overlay menu system instead of the cumbersome, disjointed submenu system you opted for, that sends you through the main menu before going back to actual game to add insult to injury.

Keybids Bugs. Further to that, in the Keybinds menu, trying to remap a number of keys or combination of keys causes bugs where some of those keys stop working. In the menu also you have an incorrectly-named keybind, aka two keybinds going by the same name, one being incorrectly labeled. Still the case 3 months later.

I can write off the bugs and cut features to overly premature release, but the way you handled GUI and binds I just find incomprehensible. Please do something about it, this isn’t a personal whim, it’s an objectively tangible issue, as demonstrated above that gets in the way of gameplay pretty much non-stop.
Thanks
 
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