Halo 5 controls

I believe one thing we really need from 343 in the release of the next Halo game is custom control permutations. Halo has always given us the ability to customize everything about our game; to define our gaming experience. With custom control configurations, we’ll have even more say over how we want to play Halo 5.

As of right now in Halo 4, we have the current control configurations that fit their own niches in combat and within player preferences:
Default, Boxer, Bumper Jumper, Green Thumb, Recon, Southpaw and the notorious Fishstick.

Okay, that’s cool; we have plenty of different configurations at our disposal. But we need even more. We need more options. I found that Halo 4 was really lacking in customization as compared to previous Halo games; it DID add to pre-existing options but it left out some important ones.

So how about this. Aside from our current button layouts, we have custom ones, too. You head into the menu, through the drop-down menu named “Controller” and you come to two options regarding configurations: ‘Preset Layouts’ and ‘Custom Layouts’. From there, you can select one of the 7 pre-existing layouts that the game gives you, or you can head into Custom layouts and make your own edits regarding what buttons on the controller can do. Of course, buttons like the Xbox button, Start and Back wouldn’t be allowed to be edited because it’s essential for these to stay how they are.

So, you have your custom layout section, and by default, it gives you options “Custom 1-9”. When you select one of these layouts to edit, all spaces for button layouts are blank; you fill in the rest. As you edit which buttons correspond to which actions, there’s also a real-time display of the controller and what you’ve decided you want the buttons to do as you edit it. Once you’re done, you go to the bottom and select “Save As”, name it, give it a short description, and it appears in the custom slots.

Of course, the system would be smarter, too. With the Cloud and other innovations, these options will be able to clarify whether or not your options correspond with each other. For example, you’ve edited your button layouts and decided that B and LT will both be for beatdowns; however, you have no button for grenade throwing. So, to make sure that it won’t glitch up and ruin your experience: before saving, a notice will come up on your screen saying something along the lines of “You have 1 error in your controller setup: B and LT do the same thing. Change either one of these buttons”. You won’t be able to save unless you fix the error, but you can press cancel at any time and go back to the menu.

Sounds good? Give a “thanks” if it does.

Absolutely this.

But to prevent the majority of the mistakes in designing a new control scheme, all of the remaining unmapped game actions should be displayed in a list beside the controller scheme. This way, you know what you still need to map before saving the layout. If there are still unmapped/multiply-mapped actions when attempting to save the layout, then display the error message.

Custom control schemes should have been a part of Halo a long time ago.

https://forums.halowaypoint.com/yaf_postst225013_New-Default-Controller-Scheme.aspx

Some people made a few good points about this in my thread. Apparently this could lead to lots of bugs and potentially cause another BXR glitch.

> https://forums.halowaypoint.com/yaf_postst225013_New-Default-Controller-Scheme.aspx
>
> Some people made a few good points about this in my thread. Apparently this could lead to lots of bugs and potentially cause another BXR glitch.

A robust implementation of control schemes should not have these glitches, or at least be designed in such a way as to combat potential glitches should they arise. Bugs should not be the sole reason to exclude a feature. In the real world, if a client wants something done, you cannot just tell them “No, sorry our developers can’t do that, because they might leave bugs in it.”

As far as the forgetting to rebind commands problem (discussed in that thread), I have already addressed that and provided a solution.

There should obviously be some restrictions on things, as in you should not be able to shoot by moving the thumbstick, for example.

I’m not sure why button glitches would be an issue. If the exact same action code is being activated and you’re just determining which button it is linked to…

so yeah. Excluding directional movement, aiming, and the three menu navigation buttons there are ten buttons (2 shoulder, two trigger, two joystick clicks, and four face buttons). Let people map the actions to those ten places as they see fit. I guess you could make the cardinal directions on the d pad mappable too.

I always get frustrated when I go back to play the older games because I can’t replicate the current control scheme. I have to recommit the reload button, grenade swap, etc

I’m pretty sure bxr was achievable with all the button schemes in Halo 2. I kind of suspect 343 were just making excuses when they said button mapping couldn’t be done because of potential button glitches. Buttons just activate commands, what does it matter which button activates them.

But if we don’t get custom mapping I hope we at least get a few more options. Classic for example.

A default control scheme and a customized scheme is all Halo 5 needs. The customization should work similarly to how Borderlands 2 handles its customized control scheme. Very simple. As for concerns of glitches occurring well that’s on 343i to ensure they’ve got no bugs within their animation codes, which has to do with putting out a polished finished product – an expectation we should all have of them.

If 343i gives players the ability to create custom controller layouts in Halo 5, there would only need to be two options: Default and Custom. With Default, you would have all the current customization options - stick layout, crouch toggle off/on, look inversion off/on, look sensitivity - but you wouldn’t be able to swap the face and shoulder button functions. With Custom, you would.

> If 343i gives players the ability to create custom controller layouts in Halo 5, there would only need to be two options: Default and Custom. With Default, you would have all the current customization options - stick layout, crouch toggle off/on, look inversion off/on, look sensitivity - but you wouldn’t be able to swap the face and shoulder button functions. With Custom, you would.

Exactly.

The thumbstick buttons, the face buttons, the bumpers, and triggers can have their commands altered through the custom layout option.

For example (Halo 4):

Grenade Throwing, Weapon Firing, Melee, Armor Ability, Sprint, Crouch, Jump, Reload/Action, Weapon Swap, and Aim/Zoom should all be interchangeable; however, if they (343i) wanted to keep the Weapon Firing “button” restricted to one of the shoulder buttons/triggers I’d have no problem with that.

There should also be an ability to customize Forge/Theater controls, we can’t just limit it to Spartans!

Also being able to adjust vehicle controls… Being able to adjust everything.

> There should also be an ability to customize Forge/Theater controls, we can’t just limit it to Spartans!
>
> Also being able to adjust vehicle controls… Being able to adjust everything.

Well everything within limits, but I get what you’re saying… a player’s preference for controlling a vehicle or for editing in Forge/Theater should also be up for customized alterations under that custom option too.