
“I end up pressing B instead of ‘A mash!’ in the QTE.”
Can’t you change it in the settings?
>>1
It can be changed, but it’s tricky because it often leads to discrepancies with the UI.
I wonder what everyone is doing.
I’m just touching the pad based on the feeling that if I press this, it will turn out like that, ignoring the button names.
The result QTE is like, “Die!”
When converted in the settings, the visual and actual behavior differ, causing more confusion.
It’s frustrating that the arrangement is reversed even though they are using the same symbols…
>>6
I wish they would just die for making it completely line-symmetrical… but I do think that.
The X button was placed on the upper Y-axis side, and the Y button was placed on the left X-axis side.
It feels like it all started from a pretty messed up place in the first place.
I wonder if other games can use the silhouette of the button layout on the Switch to indicate which button to press.
It’s Nintendo’s fault for arranging ABC from the right.
>>8
I can’t defend this at all…
Why did you do AB from the right? Is it a vertical reading? Even though it’s the alphabet…
>>17
The closer button is the main one, while the farther one is the sub, which seems to be a concept of having two layers arranged vertically.
The button layout is like that, and I still can’t get used to games that don’t allow you to reverse the confirm and cancel options.
I wish all games had as rich a setting as Monster Hunter.
I plan to start the game with the title, but I end up finishing the game.
You can use a controller with button layout like the box controller on the Switch!
If you want to use the Joy-Con, well, yeah…
Even with the layout change, simultaneous presses and other functions are still allocated.
In the end, I have no choice but to give up because it becomes too difficult to operate.
In terms of stroke count, does this mean that PS and Nintendo are actually the same?
When connected to a PC in tarantula pro’s switch mode, pressing the buttons labeled with Nintendo layout will respond accordingly.
I really got confused when this happened in Monster Hunter.
I was able to change the explanation for the PS layout edition option properly.
The fact that the Famicom was positioned as BA is where everything started, so there’s nothing that can be done about it now.
Could it be that there was a patent on arrays?
>>20
If it’s a BA configuration, we might be able to get a patent.
I think it’s impossible to get a patent with the AB configuration.
Even if Nintendo adjusts the arrangements in the future, it seems like that will just lead to confusion.
I don’t feel like I’ll ever get used to ×〇□△.
>>23
At first it was like that, but if you remember that the bottom is ×, the top is △, and the Japanese-style confirmation button is the circle on the right, it won’t be that confusing.
>>23
I really think it’s a piece of crap symbol.
Was there a sale on this thread’s picture around this time last year, but is there none this year?
It’s so wonderful that there are games that can be displayed with PS notation…
Because of this, when discussing the controls of cross-play games, it’s most reliable to refer to them based on PlayStation standards.
The PS feels quite similar to the arrangement of the Super Famicom as it is.
>>30
First of all, there wasn’t much meaning in greatly changing the feel of the SFC controls.
The fundamental cause is the cultural difference with the United States.
In short, it’s the same as inches or something like that.
ABXY can still be managed somehow.
R and L are a bit confusing.
>>31
Huh…!?
>>31
I really hope they don’t mix up Reft on the left and Light on the right.
The one holding the chopsticks is R.
Isn’t it about R2 and RT after all?
>>35
ZL and ZR may sometimes be confused with Z…?
It might be a story about L3 and R3.
I often wonder, which one is the LT…?
Since the PS5 has become x-decision, I get confused when switching to the Switch.
I only understand box controllers…
I want to change the decision button to an ×.
I don’t care, but…
Isn’t left field and right field actually reversed from the perspective of the actual fielders…?
I’ve always thought that, but since the names are determined based on the left and right from the catcher’s perspective, it’s actually not strange at all.
I was told that recently.
Let us choose pads from each company freely.
Due to factors like lower compatibility, unification is no longer possible, so we just have to give up and get used to it…
>>45
I don’t think it’s impossible since PS could be set to ×.
Sometimes when I play older games, I get a bit confused at first.
I wonder which was the first game where the × button became the confirm key.
I was always thinking, “Isn’t it the other way around?” because I recognized it like this.
I wish there was one where you could pull out the button and change it.
>>49
I’m grateful for Tarantula Pro for solving it…
>>49
There are quite a few!
😀 Decision Cancel Swap Option
😫 The operations will switch even beyond canceling the decision.
>>50
The game I played recently, Made in Abyss, really bummed me out.
Is the crouch button the × button on the box? I thought it would be fine to swap it with the dodge on L1… but then it turned into a strange operation where I have to press the L1 button to talk to people.
It’s not really related, but I’m still puzzled by the fact that the stick can be pressed.
Stop assigning the dash!
It seems that the body has been optimized for each company’s controllers, as the button layout in my mind switches when I hold that controller.
>>52
The most confusing part for my brain is when I use a DS or Pro Controller on a PC.
If you say ×, then if it’s A from Sega and B from Nintendo…
The Mario World on SFC was on the B button for confirmation.
https://www.nintendo.co.jp/clvs/manuals/ja/pdf/CLV-P-VAAAJ.pdf
Around the time GC had its strange controller, Nintendo should have just lined it up with ABC.
The SFC certainly had many games with B decisions, but there were no games with A cancels, right?
It wasn’t there, was it…?
>>58
AB decision! XY cancel! I think there are various unusual types like that.
There were quite a few times when I realized that just choosing one of those options meant that the act of canceling didn’t exist in the first place.
In a recent game I played, the button that corresponds to the circle button on PlayStation was set for jumping, so I immediately configured the key settings.
I wonder if the creator thinks it’s easy to use…
I don’t often mention this, but personally, I’m really not good with the layout of sticks and D-pads like those on box controllers.
There were a lot.
>>63
Is there…?
I wonder if the inconsistencies from the SFC era are still lingering.
A and B, switching the button layout of X and Y is perfect!
Hey, don’t display the button position correspondence.
>>64
After reversing AB and XY in the controller settings
It might be the quickest way to switch AB and XY on the game side.
Please tell me about controllers where the analog sticks won’t go bad.
>>67
Recently, the Hall Effect stick has been rumored to be quite durable.
Recent Chinese consoles are amazing!
>>67
The Hall effect is hard to achieve, but it is not impossible.
Isn’t buying an Edge and exchanging it when it breaks the best option for someone who often breaks things?
The Tower of Babel has provoked God’s wrath.
The arrangement of controllers has become inconsistent around the world.
From the very beginning, in Mario World, which was launched on the SFC, it was Y to dash and B to jump…
It was also the moment when the term “B-dash” ceased to have meaning.
>>72
It’s a jump, but it’s a spin jump…
>>72
I had assumed that my thumb would be on YB.
If the industry had unified under the Y Cancellation B decision, how much better it would have been…
I think it’s amazing that a game can properly change the button displays during gameplay in the settings.
>>76
It’s a turning point in history…
64 and GC are close to this configuration, so it would have been fine as is…
If you remember that BT in LR stands for Button and Trigger, you’ll no longer mix them up.
The button display is an issue on the game’s side…
I’m used to things like the keyboard as it is or 1234 already.
Connect the PS4 controller to the computer.
Swap the confirm and cancel functions in Steam.
On top of that, the button display is set to the gamepad.
>>80
Are you a pervert?
>>81
It’s confusing when the circles and crosses are displayed on the screen even though the decisions and cancellations are swapped.
If it displays A or B, it naturally leads to a decision or cancellation, so there’s no sense of discomfort or confusion.
I don’t really understand when people say Z, so I would prefer it if it were R (large) R (small).
The original game released on PS4 had O for confirm and X for cancel.
I’ll change it from × confirm to √ cancel for the PC port…
The evade action is the cancel button, you know…
>>83
Keoooooooh!!!!!!!!!!
>>83
Since I started playing Dark Souls on PC, I’ve gotten used to dodging with a jump, and now I feel glad that I adapted to it.
>>83
Isn’t the same thing happening in games that have remastered versions released not just from PS4 to PC, but also from PS4 to PS5?
I can understand that AB being switched makes sense, but I can’t think of how they decided to place X on the vertical axis and Y on the horizontal axis for XY.
>>84
I think the arrangement is just the same flow as from AB.
I don’t know why it was made XY…
>>93
During the SFC era, there was no Z, so it was fine to stick with CDs…
The ABC Mega Drive had A (confirm), B (cancel), and C (confirm).
In Sonic, for example, there is no distinction between A and B; they are all the same button.
When playing old PS games from abroad, there are quite a few instances of ‘X’ being the confirm button.
Cancellations are complicated due to the many circles and squares.
I wonder why the front part is B in RBLB.
>>90
So what do you think the T at the back is?
>>90
It’s not about being in front or anything; it’s just because it’s Button and Trigger.
>>92
It’s not a button.
Bumper
>>94
I didn’t know that…
>>94
I’m embarrassed!!
Even the arrangement of circles and crosses changes within PS…
Was that the trigger!?
I finally feel like I understand.
>>99
I think it was the Xbox 360 that adopted the name analog trigger, and that’s where it started.
In terms of shape, it might have been named Trigger from DC.
Wasn’t the B in RBLB a button!?
Well, if I just remember the triggers, I can distinguish them in an instant, so it’s not a problem.
I wonder if Switch2 will have an analog trigger attached to ZLZR.
It doesn’t have to be in most games, but there are times when it’s occasionally necessary…
Because the position information is too ambiguous with a button…
B Are you saying that I can’t become a trigger?
But the PS controller also has X on the vertical axis…
Honestly, I don’t feel much need for the analog triggers on the LR.
It would be fine to have a button that doesn’t produce a stroke…
>>106
That maximizes its effectiveness in racing games…
When you use high rate of fire semi-automatic weapons in FPS games, it can be frustrating!
The box is an official button…
Shouldn’t it have been arranged in the four cardinal directions? (The beginning of the endless struggle between the Northern Hemisphere and the Southern Hemisphere)
B bo
T-tan
I was thinking that.
It’s frustrating when the part of the bumper that gets hooked breaks off.
I can’t accept that it stops working with just a little bit like that.
Looking at the official MS, something feels off with LB (Left Button) and LT (Left Trigger).
Handling operations at 0-100 during a drive becomes unbearable…
Driving with WASD on Maki makes you feel the severity.
There aren’t many situations where being able to vary strength is useful, but it’s better to have it than not.
○
Press the button marked ●←.
○
It would be nice if you could express it like that.
LR buttons and LR triggers
L1R1 and L2R2
LR button and ZLZR
Is that okay?
>>117
The actual functions are exactly the same, so it doesn’t cause any trouble, but I’m somewhat concerned about the sudden appearance of this other axis called Z.
>>121
Since I had both 64 and GC, Z is fine on its own.
I really think it’s bullshit that the Z of GC was on the top but from midway it became Z on the bottom.
Why are you fighting over the array in your own company?
Well, 1 and 2 are easier to understand instantly than B and L, right?
Everything should be in PS notation.
In older PC games, sometimes it would say button 1 or button 4, and I would be like, which one is that?! Depending on the pad you’re using, the location of those numbers is different too…
>>120
It’s seriously the worst when they say “56!” during the QTE in Bio 4!
As the operations increase, I thought there might be a world where front-facing 6 buttons like the Saturn pad would become standard, but that didn’t happen…
Many of the recent expensive controllers have analog triggers that can be locked with a shallower press, similar to buttons.
Without lock → Slightly has stroke → The lock on the Elcon 2, which can be adjusted in three stages to the same level as the button, is extremely useful.
There was definitely a time when buttons like LR and Start/Select were all numbered in order, and it was so confusing.
DirectInput has pads that are labeled not just 1 to 4, but also 0 to 3…
Is the reason that no new game buttons are being added anywhere because that’s the limit of what can be operated?
It might also be because it’s a hassle during transplantation.
>>127
There are already products with back buttons or that can be increased with attachments.
>>127
It seems that there might be quite a few people who will drop out because they can’t keep up if they increase it and use everything.
>>131
Recently, there have been more games that make extensive use of pressing the stick due to a lack of buttons, and I dislike that.
I would rather have more buttons than do that.
The back is not unique to the back, so it’s somewhat different since it’s assigned.
Well, in the end, since the number of buttons on the default pads of major console systems doesn’t increase, those making games will adjust the number of usable buttons accordingly.
Even if you can add more later with attachments or back buttons, it will only be limited to assigning functions to the existing buttons.
I’m glad the UI in Monster Hunter has been changed.
A few years ago, when I played Yakuza 0 on PC, I couldn’t do karaoke well because of this.
>>133
No good, it’s no good, it’s just not good.
AB feels natural for me due to the ingrained familiarity since childhood, but for XY, the X-axis and Y-axis are exactly as they are, so the box controller feels more comfortable.
I’ve been playing PC games for quite a while, so I’ve actually become more confused by the Nintendo layout.
The GC controller has a layout that absolutely ensures that anyone who uses it won’t mistake the confirm and cancel buttons.
I think it’s very universal and good that Y is above and X is to the right, even though it’s Nintendo.
>>138
It’s nice to be able to easily access B, X, and Y while holding down the A button.
Thanks to that, it becomes difficult to arrange the buttons when transplanting…
The button display on the screen is throwing me off, so nothing can ever be done about it.
It’s been since the box mass days, but I’m still not used to it because I mix and use them.
When it comes to the button markings, I’ve always thought that the PS is the strongest.
How easy to understand ⚪︎△▫︎✖︎ is…
>>142
It may look that way, but the mark does not indicate up, down, left, or right.
>>145
If you say that, XYAB is pretty much the same…
If it’s not R1R2, my brain won’t recognize it. Which one is BT again? I still make mistakes.
The directional keys are ←→↓↑.
How about using the right 4 buttons for ◀▶▲▼?
Even in the game, the PS notation is provided, which is why there is a mysterious evaluation that PS controllers are the strongest.
Please don’t make games that use ABXY for controls, even if you connect a PS controller.
Let’s follow the example of Senior Wonderswan.
If they unify, will there be a dispute between Microsoft and Nintendo?
There was a mod for an old game I used to play that set the button icons to the PS standard, and it made me realize that everyone thinks the same way.
A
< >
∀
With this
I just want to be able to choose the display on the screen, regardless of what controller I have.
I don’t need the controller to have voice features or anything like that, just make it cheaper.
I’ve become too accustomed to the PS layout, and now I’m not able to handle the box layout.
It’s heavy, so no need for vibration.
I’m getting used to cancelling decisions, but when it suddenly prompts me to press X for a QTE, I make mistakes.
Without vibrations, I can’t figure out the timing for the just rush…