Binding multiple tool to the same key. Make R a tool-contextual menu key.

  • Why can't we bind multiple settings to the same key?
    Sure indicate us that it's already in use but let us do it anyway.
    You could also make it so we can bind mutliple tools to the same key and cycle (like for instruments).

    For exemple we could set a unique tool interaction button. Instead of having separate menu keys.
    We could have all tools have their menu/interaction on the R key.
    Want to recharge the double-canon pistol? R.
    Want to open the music selection? Hold R.
    Cycle through instruments? R.
    Want to open the throwable items menu when holding one? Hold R.
    Cycle through throwable? R.
    Open the blow dart menu? R.
    Want to put a worm on your fishing rod? Hold R.

    With mutiple tools on the same key we could easily swap our tools!
    Have the same key for the Shovel and the Compass. Be a renown explorer!
    Have the same key for the Bucket and Planks. Be the best at repairing your boat!
    Have the same key for the Lamp and the Megaphone. To better communicate with other pirates!
    Have the same key for cannon ball and throwables. Be a feared cannoneer!
    Allow us to bind mutliple tools to the same key and cycle through them.

  • 5
    Posts
    408
    Views
    questionfeedback
  • you gotta also take into consideration how this would work with controller players, (yes there are controller players on pc too)

  • I have just noticed that I have currently a quirk with my assigned keys, in which my Spyglass is bound to '&', which is also the case for Weapon 1.
    And it behaves exactly as per my suggestion.

    So to have the multiple tool feature, we only need to have removed the keyswap/only bing one key per control.

  • @quickhakker I would assume Controler player already only have one button as for "Object interaction(click)/menu(hold)" which should 'X'.

  • @quickhakker I mean, wouldn't it be fine though? Think of weapons - we use one button (Y for me) to pull out our weapon. We hit the button a second time to cycle through to the next weapon. That's a separate function on one button input, and the game decides based on the situation - is our weapon already drawn? If not, then pressing Y will draw the weapon. If it is, the pressing Y does a separate operation. Why couldn't we then decide which buttons we want to bind for these little qol things, and why shouldn't we be able to share multiple operations on one button based on the situation? It would give players more flexibility. And for players who have fancy controllers with extra buttons we can bind, it would be a really nice quality of life improvement. I personally would love the lantern/speaking trumpet idea. I think it would be worth it for the devs to look into, to see how possible it would be and if it's something they could do.

5
Posts
408
Views
questionfeedback
4 out of 5