benrob0329 wrote:E: Use/Interect with object
WASD: Move, double tap to sprint
Too far away from the other buttons, if you play with a touchpad, maybe, but it's not a fast way if you are playing with mouse and keayboard.I: Inventory
Dragonop wrote:That is a good choice, Q is near all the other keys, and it's a fast way to access inventory, about z being the drop button, looks good enough, maybe some players might drop things by accident with that, but I don't think it's a real problem.
kaadmy wrote:Why not just have controls completely bindable, so punch could be bound to keys(instead of hardcoded or mouse buttons only, and movement could be bound to mouse buttons?
Kpenguin wrote:kaadmy wrote:Why not just have controls completely bindable, so punch could be bound to keys(instead of hardcoded or mouse buttons only, and movement could be bound to mouse buttons?
+1
Wuzzy wrote:Kpenguin wrote:kaadmy wrote:Why not just have controls completely bindable, so punch could be bound to keys(instead of hardcoded or mouse buttons only, and movement could be bound to mouse buttons?
+1
Lol, that was my suggestion all along...
This discussion has pretty much derailed, all the talking about default keys is pretty much bikeshedding IMO.
I don't care much about the default bindings as long as they are consequently bindable and not absurdly overused (like the sneak key now).
benrob0329 wrote:E: Use/Interect with object
Q: Drop
WASD: Move, double tap to sprint
Space: Jump
Shift: Sneak
I: Inventory
sofar wrote:[...]
There's nothing in the game right now that is edible that also doubles as a buildable node.
[...]
davidthecreator wrote:If you think pc controlls are horrible try punching someone/something on android device...
Dragonop wrote:...tentacle...
kaadmy wrote:Dragonop wrote:...tentacle...
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kaadmy wrote:Dragonop wrote:...tentacle...
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Dragonop wrote:vote for more control config options:
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