CTRL + WASD Too uncomfortable for Rotation

VivaVii shared this feedback 45 days ago
Under Consideration

We're going to be rotating blocks probably more than any other task in the game. CTRL is a strain for my pinky. I would rather replace it with shift, or use a toggle key somewhere.

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Replies (56)

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Just the ability to set ctrl to toggle on/off instead of hold would be nice. I agree it just hurts to have to hold it all the time.

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Would be nice to let the player change the keybinding, I would love to use one of my side mouse buttons with WASD for rotation.

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9

The Old way was better.

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3

Yes, PLEASE bring back ins/home/pgup/pgdown rotation ... my brain cannot adjust with this perspective style.... we need control!

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2

With the old way I personally never knew which button would rotate blocks which way, I would ALWAYS have to press one to find out, and even then I would just haphazardly press them to get the correct rotation. Now with WASDQE layout I instantly know. maybe because I didn't/don't play SE that much, but I really didn't like having to reach across my keyboard to rotate blocks. I think it should be able to be changed in the keybinds for those who like the old method.

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The new way does not change that, you still have to guess which way it weas going to rotate. I still find myself wondering which way is gonna move.

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10

the new system to use WASDQE is actually really good, it just takes getting used to. But yeah let the user remap and or toggle it.

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yeah I do agree, I actually think it is better, playing SE1 I would always have my brain struggle to use the right rotate button. Though strange the WASDQE does feel easier, unfortunately after about 10-20 minutes of functional game time, my left hand is actually quite sore...


However, Dom's statement has got me thinking... I can hotkey CTRL to one of my extra mouse buttons... game might be changed! and it can toggle too! :D

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Its pretty good if you get used to it. I use it all the time while playing "from the depths"

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I have no use of my left side, so it is very hard for me, with a disability, to do this. I would like the option to have it the old way. Like se1

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Yea For people like you we need something better, not great to segregate the community.

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I believe this topic goes under the "Re-bind" keys umbrella.


I personally like large parts of the new system, but the ability to change or personalize is a must.

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4

Personally i prefer using WASD for rotation. It's nicer for me not having to lift my hands away. Being able to choose or having both would be really cool though.

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5

The old way of rotation was much easier, i think this would help when moving over from SE to SE2 as it would feel more natural.

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3

Using keys not even on the "main" part of the keyboard is awkward, we're just used to it.

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Agree

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2

This was literally the first thing that I tried to do when I opened the game for the first time, I was pressing home and End like crazy, only to realize minutes later about using CTRL + WASDQE, crazy change but i mean...

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i think keen should implement a toggle to switch between SE1’s rotation and SE2’s rotation without having to change all the binds manually because it will probably be something a lot of people end up doing.

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The WASD to rotate blocks ends up causing us to unintentionally rotate the block when we just want to move the character to have a better view... I think it would be interesting to separate the two controls.

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I personally kinda like the WASD, I recommend adding an option to switch

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I like this way better than the old way. I can do all the rotation with my left hand and keep my right on the mouse for placing. It took a while to get used to it but once my muscle memory caught up I find it much better.

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Im hoping that they add a "legacy" option to use a more familiar rotation method

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2

I agree with Lucas, I personally find this new method really uncomfortable to use but I also see the benefit so am torn. Ability to turn the feature on or off would be amazing.

Also I assume the R menu will allow shape selection in the future.

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In touch typing, it is often taught that when you need to use <shift>, <ctrl>, <alt> in combination with other keys (in this case WASD, all on the left side of the keyboard) that the other hand pinky finger activates the <shift>, <ctrl>, <alt> key. In the case of WASD, this requires the right hand to move from the mouse to the keyboard. To try and accomplish <ctrl>WASD with one hand is an unnatural and non-ergonomic contortion that legitimately strains the hand and ultimately limits play. Further and to @Pablo's point, the decision to apply polymorphism to WASD is asinine. These are keys that have almost UNIVERSAL (directional) meaning in the muscle memory of tens of millions of people. <CTRL>WASD for rotation was an idea that should have never survived brainstorm and the Post-It note upon which it sought life lost to the rubbish bin of bad ideas. If you don't believe me, the National Institute of Health, in randomized clinical trials, has reported on the effects of keyboard combinations and repetitive stress injury. Patient, "Doctor, doctor! It hurts when I do this!" Doctor, "Don't do that."


Every command input should be user mappable to any ubiquitous keyboard, controller, or accessibility input method the user chooses; ubiquitous being the operative word. And this UI code should have been baked in and gold long before the glitz and sparkle of innovation. This is block and tackle crap that is normally shaken out in startups when they go through their growing pains. It should be embarrassing for any respectable, established dev-pub team that has a supposedly firm grasp of the brass ring.

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I hope there will be the option to rotate the way it worked in SE1. It's extremely slow to perform multiple single rotation steps and placing blocks in between. Kinda strains my fingers, too.

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I'm going to post the link to the blog post for VS 1. In this they state that keyboard and mouse mapping will be added later on. It also states the they plan to move away from the "R" key being used for cycling size and shape.


https://support.keenswh.com/spaceengineers2/pc/announcement/space-engineers-2-alpha-vs1-creative-mode


That aside, I actually enjoy the ctrl + WASDQE for rotating blocks. with this set up i don't have to move my hand off my mouse. although in SE 1 i could technically just rebind the buttons to my mouse, but then i would lose easy access to block selection which would defeat the point. I'm also a little bias because when i play league I press ctrl when i need to use a ping and for a few other things. obviously some people will like the change while others don't if you aren't accustom to it or don't have large hands that make it easier to reach all the keys on your keyboard i could understand it being a larger issue. I could see a toggle coming into play here. perhaps having caps lock being the toggle that then allows you to use wasdqe to rotate the block then just tap cap locks when you don't need it at that moment. personally having to use R to rotate through size and shape is a much bigger issue imo. btw shift + r will reverse the selection by one step just in case anyone didn't already know that.

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It may surprise you. On balance, I find your comments and suggestions to be helpful. There are often many ways to tackle a human->computer interface challenge. Let's stipulate that having multiple solutions to challenges are a good thing. I think we can also stipulate that this thread/issue and the key binding thread/issue are close enough siblings that they probably should be merged. A quick scan reveals even more tickets that are genetically very similar.


I fear that some people are approaching this as a zero-sum game. My rhetoric may have even implied as much. I am not in favor of a solution that is "this OR that". It is clear that some people like and desire to preserve the new way. It is also clear that some people like and desire to preserve the old way. There are also some that dislike both (or like neither, for predicate logic) and want something else.


I want to support the way that works better for you. I want to support the way that words for others. I can see how some see this as a contrast between two things that are or are represented as being opposed or entirely different, but it is a false dichotomy. The possibilities can embrace both positions and more.


Keen has already moved the ticket of rebinding to "Planned" and this one to "Under Consideration." And, as you have pointed out, they were already on record that keyboard and mouse (re)mapping will be implemented later. And, as you have also pointed out, there are solutions at the operating system level that are available now. There are solutions on/over the horizon that suggest a mutually satisfying outcome.

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Shift R to go back, been hunting for this! That will make it less of a giant pain! :D

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Well yes it is uncomfortable having to hold down Ctrl to do it. Well i do like the QEWASD so if you add in so the keybind for the block rotation is rebindable then its ok. It also make sense to me to make it a toggle option. I would rebind it mousebutton 4 or 5 easy toggle on an off and dont need to move hands. Just make most of the shortcut and other keybinds rebindable for other keys and mousebuttons then its completly ok as it is. Blockvariants should still be a scrollwheel thing. It just makes it easier to select block variants instead of having to use keys to do it. Like someone suggested blockvariants on scrollwheel actionbar 1-9 selection with Ctrl+Scrollwheel and Control+Shift+Scrollwheel for changing actionbar(the last two is ok like this because they arent used as much) And some just use the normal 1-9 keys.

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CTRL or Shift + QEWASD creates the issue of making it impossible to rotate blocks and move at the same time, which means the build will have to be stationary or having the ability to hold a fixed position relative to the build while building.

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If something is moving you just need to have your dampers set to auto. It's also not difficult to simply release Ctrl and move the go back to changing the rotation if it's even needed at that point

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It's not difficult for you, but not everyone is you, also can auto dampers deal with grid rotation? There's a very good reason UXD goes just beyond UI, and goes into I/O, Accessibility matters! and this is a hill i will die on. Hopefully KSH will do full remapping so QEWASD for moving is separated from QEWASD for block rotation and CTRL isn't just being used as a layer modifier.

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Just for the sake of conversation: I actually like the new controls. I never liked the SE1 controls, despite having over 8000 hours in the game. I think I tried hard enough to get used to them. I think the new controls are brilliant.

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2

what about using caps lock instead of this key combo?

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While waiting for key mappings in the game, you can look up how to remap the caps lock key to work as control

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I expect to hit shift and have the settings pop up honestly. The WASD is far better than previously but we defiantly need an ability to change this, Ctrl is great but Shift or having the general ability to change these settings after VS 1.1 at least would be better.

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I'm thinking Tab now

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I don’t see why it can’t be the same as SE 1.

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There are a few reasons, but for starters not everyone uses a full keyboard which would remove the home, end, ins, ect. Keys and for some keyboards they are moved to F keys or just don't exist. Having it on qweasd allows everyone to use the system as long as they don't need accessibility options.


That said they plan on changing adding key binding options in a future update. If you scroll up to my first lengthy comment I left a link to the blog post regarding VS 1 and they go over items that they plan to address.

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This isn't about 10 keyless or 60% boards or laptops, it's for controllers, hit the layer modifier button your movement stick is now your block rotation stick, as Rich W pointed out in their post this is a UXD, accessibility, ergonomics and health snafu, personally my hand span on a 100% kb covers all but 2 maybe 3 keys on a 60% deck (that's left CTRL to right windows key) without strain, i am scrunching up my hand to hit this combo or i have to remove my hand from the mouse to hit the right CTRL key.

The amount of people saying they have a problem, proves it is a problem, it has limited defence.

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Shift, Yes my pinky would love you., or toggle-able_CTRL

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Hopefully it becomes a toggle to switch from SE1-like to the new way it is done in SE2. Plus, hopefully once we get actual keybinds you can also switch off of CTRL as the combination key.

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As much as I love the new system, I am starting to feel it in my hand muscles. But the suggestion I'd like to echo from the comments here is the ctrl toggle rather than hold.

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A toggle using TAB would be great like put UI transparency on like F1 like most games do I.E. Minecraft. Sace Ctrl for those of us who want to crouch and also have hyper flexible pinkies

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The WASD rotation is SOO much better than the old Home/del/ins/etc. I play on a laptop and every single laptop ever has a different layout for those keys. Or sometimes lacks them altogether (mine doesn't have a usable Insert key). I never had the faintest clue which key would rotate a block in any direction so I'd have to just flip through all of them until something worked.

I do agree that holding down CTRL is a little awkward and would get straining after a while. Having the option to use ALT or TAB instead would be good. Personally, I prefer ALT, since I usually remap TAB to open the inventory in games that have one. But either ALT or TAB would be better

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Yeah no chance in heck I’m playing with these controls. I like the old system.

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they need a key bind setting for players that want to make the keys for them. especially a classic setting with the added keys for new stuff. never needed a new layout. just a keybind system

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It felt less than intuitive to set rotation this way. I prefer the method from SE1, but that's because I'm a veteran player. I found that one not as easy to get used to either. I think an option to use the old method would be nice.

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It's funny, I'm a veteran too. 2013 with 4k hours and I way prefer this system, just need ctrl to toggle rather than hold. But I'm sure all these problems will be completely solved when they institute key mapping down the track.

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No judgment Mr. Hobart. I respect your preference. However, I do agree with Mr. Martin. Maybe it's something that could be set to be adjustable when they enable custom key mapping.

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Return to SE1 style.

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I prefer from far that new CTRL-keys, especially because I use an HP OMEN with it's specific keyboard which contains a predefined key instead of the Home button, that start an HP app

I had to remap my keyboard each time I started SE1 to cancel the HP app, and remap the real Home Key.

By the way, either if we get used after a while, but the Home/end, PGUP/PGDN Insert/Delete key is to far away from the deplacement keys, and makes construction very complicated!

I prefer from far that new disposition, just by pressing the CTRL button, to rotate the objects, but, there is a but, CTRL-X is very close to that, and need to be secured, or all your construction will disapear, and cannot be recovered at the exact place with CTRL-V !

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Yes!! In SE1 it is possible to rotate the block by pressing just one key, meaning less work, while in SE2 we have to use two fingers to rotate the block, making it more laborious to build.

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I'm a bit confused by this, you hold ctrl and use the directionals to rotate. Why do you need two hands? Not trying to be facetious, just for me it's a one handed operation.

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I'm sorry hahaha, I got confused, using two fingers instead of just one finger

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Yeah, I will probably map some of the modifier keys to my mouse rather than having to reach across the keyboard or curl my fingers in weird ways.

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if you have the ability to do it, it makes it so much better, I was able to hotkey my mouse to toggle it too, I did it for both shift and ctrl and although I am still getting used to it, it feels really good.

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A toggle would be greatly appreciated.

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Everyone is like WASD this and that seriously my Pinkey hurts after a while and it's such a inhuman movement I get a twitchy finger. It's OK for crouch in games but main feature w/o immediate key binds is annoying. I want to use TAB.

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Too many hours with SE1 make it difficult to change controls.

But, because will be not easy to have all people happy:


Why not make like in FreeCAD, where you can select one of many methods.

For reference https://wiki.freecad.org/Mouse_navigation

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Well, I have way more than 3000h in over 10 years in SE1. So I'm definitely used to the old controls. It took me not even a half hour to get used to the SE2 controls. It is only holding the STRG key, that is not that good for me. Shift like the TE suggested would already be a improvement.

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Please, don't forget other keyboards layouts. QWERTY is not universal.

QWERTZ here, i.e.

Freedom is my best proposition. Key binding. With MMB included.

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I must say, I generally like that WASD stuff, better than on SE1 where I need to move my hand away from the mouse or away from WASD. So the general idea in SE2 is totally fine for me. But yes, the need to holding the STRG key is not that good.

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I love SE2's rotation controls SOOOO much better than SE1's personally. It's a game-changer to not have to move my hand off my mouse or wasd to rotate blocks.

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I think just being able to remap it to side buttons on mouse would help it

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@stshalson you should be able to do that in the software for your mouse. Thinking about it now I might change the side plate on my mouse and rebind that config in razer synapse and see how it feels that way.

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Maybe also making CTRL a toggle key instead of having to hold it down would already improve it. It could be an option at least.

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I think something else I would like to see would be to have the rotation keys always locked to the same direction. It can be a bit annoying being a little off center from where you want a block to go and hitting a key to rotate in a way you want just to realize your character moved off center in such a way it rotates incorrectly

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I tend to view stuff from a 3/4th angle on high, and i always seem to find a way to confuse se1 with the angle.. id love to be able to rotate based on local grid or global references

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I agree with using Shift instead of CTRL

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I do like having rotation be QWASDE as opposed to SE1 but I'm hoping that once we can map controls we can change "CTRL" to a key or mouse button of our choice.

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for new players i can agree but i actually want an se 1 control profile for people who are more used to se 1 controls.

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I agree. Why not some profiles? Everybody happy !!!

One profile can include MMB, other SE1 way etc.

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I also sometimes click CTRL X / C while placing a block.


Although I have become accustomed to placing blocks in this manner, which also seems to be more advantageous to the player, it would be better to use SHIFT to place the blocks

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There really needs to be a SE1 keybind toggle, and the ability to choose your own keybindings.


I've got a damaged pinky finger, and as such I can't hold the Ctrl key down at all.


Which means currently, I essentially can't play the game, as I'm not able to access block rotation with the current keybindings.

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I found being able to place and rotate blocks with one hand quite interesting, but I would like to see the old system remain as an option.

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I'm an athritis sufferer and I do struggle with the Ctrl key in SE2. An option to remap the keys back to the SE1 style layout would be ideal!

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STRG + WASD is also too close on STRG + X and C. Already accidentally pressed the last two, especially C more often, because C is also the key to move your char down, so if you build and want to move down sometimes it could happen, that you still hold STRG.

And STRG + X, well, that is a even more very dangerous shortcut while it cuts out your building out of the world (copy the blocks and removes what exists). In SE1 it was not a problem, but in SE2 while you need STRG + WASD that much, it is a problem (X is directly under S). Also happened two time to me and when I imagine I would build on a asteroid station and the autosave would kick in in the wrong moment. No... I did not even want to imagine that, I would be mad as hell for this control layout. So if you want to keep STRG + WASD, you should build in a safety dialog for STRG+X, it is too dangerous with autosave.

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at the very least, ctrl + x should have a popup to confirm you want to cut. that way even if you miss click, you can cancel without consequence.

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Could be Ctrl + X., then while holding ctrl a prompt tells you 'Press X again to cut'?


That way you could do it quickly if you were sure.

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Yes, after getting used to cntrl+rotate new problem : CONSTANT CNTRL-X Cutting, very unnerving!!!

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@Tyler P. Yeah, exactly something like this.


@Joshua Coscia: I don't know, pressing it twice is also quickly done accidentally. With a 1 second delay so the popup is long enough shown, I guess that could work.

On the other side, how often do you use that feature? I never used that that much in SE1, but that is only me, so I'm curious how often others use it that a popup you need to select "Yes" would be annoying.

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Holding Ctrl for extended periods does suck. Toggle or remap or both. Shift is more comfortable, but there is not a better spot for speed boost/sprint. Mouse side button probably best for me, but not everyone. Ctrl-X is way too easy to hit by mistake. I have done it a few times already. Clickable pop-up would be annoying if cutting by mistake is a recurring issue for people. I can picture me doing it over and over and over again.

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Agreed! Give us boath keys to rotate the blocks like in SE 1 and an bindable key that when held turns player movement controlls (default qweasd) into rotating keys as well.

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I like the old way. At least, they can give us the keybind adjustments. I was using my numpads for the rotation. Why do they force us anyway?

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The new rotating way works better on different keyboards, for example on laptops where the (old way) rotating keys are all over the place, don't forget that keys will be rebindable at some point.

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This. I use a gaming laptop and even using custom keybinds was a headache. I like the new ones, but I certainly don't think they should be forced on players. I would be stunned if Keen didn't include at least keybind options later down the road.

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Making CTRL togglable might help for those with a more awkward keyboard arrangement

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I havnt played due to the lack of invert mouse, but, i DO NOT LIKE the block rotation, it is very very clunky!

Please give us the same rotation as S E 1! tHANK YOU KEEN FOR ALL YOUR HARD WORK. I love the new se, but i cant play it due to the invert mouse thing!

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I have to partially disagree - WASD is much easier to use, especially given how a handful of keyboards nowadays just forego the insert / pgup / pgdown etc keys entirely. Having the modifier being customisable seems like a good shout though.

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wouldnt be so bad if it was hold down ctrl and mouse wheel for rotation

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Its worse for me being lefthanded. I use my mouse with left hand and find it uncomfortable having to use WASD key at best of times without having to include using the ctrl as well into the combination.

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I would like the option of the original SE1 Control Scheme, for rotations, and UI defined blocks. There should be the possibility to add and remap any key to anywhere a player wants, without it being forced onto the player. I don't want to relearn all the new keymaps the Devs put it, I find them annoying, and ill-conceived to be honest.

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