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JWeinCom said:
SvennoJ said:

Thus only makes it more confusing, plus swapping buttons doesn't let me uncouple sword and bow select from the same button, doesn't let assign a different function to the down button, doesn't let me use the same button to skip stuff, doesn't let me separate collecting loot vs picking up items (should really be an auto loot option), doesn't let me assign a button to climb so Link doesn't do it unintentionally.

But yes you can system wide swap Rb and Lb to have select and throw in the correct positions, but then menu navigation is reversed.
You can swap X and Y so you can run and jump, yet then you can's rush attack.
Swap X and A instead, but then you can't hover up loot while running, hence need that auto loot option.

So no, not a solution at all :/

Fair points. Although, I do not think the level of control customization you're talking about is in any game that I am aware of, or at least not found in most. 

Probably not in most, but I'm comparing it to games with similar amounts of play time, like Elite Dangerous, FS2020, GT7 which all have extensive button mapping options including changing functionality. If your game is suited for 200+ hours of play time, some customization options would be appreciated!

Anyway a lot of accessibility options are pretty standard nowadays, TotK is stuck in the past. (Seriously, smaller text for characters inner thoughts, the text is small enough already)

@mZuzek Yeah doing a running jump isn't that hard with the lenient window, just not ideal. A would be better suited for jump and to initiate climbing (just like A is used for climb down), X to pick up stuff, auto pickup for stuff in range that fits in your inventory and no auto climb.

Building can use a complete overhaul. Without auto-build it would be completely useless in combat. I tried building something new in one of the arenas with multiple stages. No pause between stages of course so I used puff shrooms to 'pause' the enemies on one side, run to the other to take out stuff to build a simple robot. With the infernal rotation controls I didn't get it finished in time, so had to run the enemies back to the other side, puff shroom them again, ran back to where I was building and it was all gone lol. Arenas are apparently wider than the memory range...

I tried again with an icicle sword, freezing the last enemy (of a wave) in place to build. I still had to do that several times and in the end this was the result

With the ultra hand glow it's nearly impossible to see what's the front of things, so I have the flame thrower shooting backwards, the freeze ray pointing backwards on the construct head and the beam emitter somehow snapped up high on the stabilizer and shoots over them... Thus the thing was only a danger to myself, pointless haha. Back to puff stun sneak strike. Still the fastest and safest way to get rid of enemies.

I got to Hateno village to get the Hero's path added to the Purah pad. Turns out it also records all the times I didn't turn the Switch off, so Link stands still a lot during the replay and I've already filled up 2/3rds of the 256 hour buffer. My meanderings through the Depths (shows the Depths layout and all light roots)

Spoiler!


(Only place left to visit is sperm island lower middle)

Hateno done, now I know all about Cece's deep throat fantasy :/