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Kakadu18 said:
SvennoJ said:

These are my ideas about the UI. Dunno what you guys think. The Reddit sub has long turned into an echo chamber which every claiming the UI is pretty much perfect and build for the Switch lol.


Jump is opposite of sprint instead of mapped to A.

A is both for unnecessary looting and to activate sages, Yonobo walking in front can either end in a laugh or blowing yourself up. An auto pickup option would reduce the issues. Map pick up to X for actually picking up items.

Link automatically starting to climb walls and trees has killed me plenty times. Let climb be a button just like climb down to initiate climbing yourself. Map it to A which is already used for climb down, but should also be for jump and to initiate climbing.

The paraglider/falling has 4 states, It would be more consistent to have A jump, X para glider, A to sky dive, hold A to speed up sky dive, B to cancel and fall (as is now)

The power menu should be mapped to RB to fix the associative mapping and LB for throwing. The power menu should be configurable and also have the sages mapped to it. An easy solution is to have two wheels pop up, one for each control stick. Sages wheel on the right, an RB tap will still activate the last used power.

Skip cut scenes should be the same button, not a mix of B, +, X+.

The font needs to be scale-able. I can't read half the UI from the couch, also due to the poor contrast in the game.

Ultra-hand rotation needs a third axis and option to always be aligned with the object. So the rotation always works the same on each object, yaw, pitch and roll. Since you're holding down RB to rotate, use Y and A for roll (left/right is yaw, up/down is pitch)

Let me turn off snap to grid so I can attach things the way I want. It's odd to have the Hudson sign mechanic constantly getting messed up by snap to grid while building, making just using a hover stone to best solution or make an ugly mess. Hold down ZR as well while rotating for sub 45 degree rotation, fine movement.

Let me select the next Zonai build item to put directly into my ultra-hand instead of selecting up to 5 to randomly throw on the ground.

Let me directly fuse things to my sword/shield from the menu instead of first having to drop it on the ground.

Let me sort the armor menu on most used with favorited sets to switch quickly.

Add an option to auto fuse the last used item to arrows to increase the flow of combat.

Turn the quick select menu into a cross bar selector. 8 columns sorted on type (general attack, ice/water/fire/shock, utility, cooked food, zonai) which each column their own individual sort. So you can sort utility items (bombs, puffs, muddles etc) on most used while having attack items sorted on attack power and food either sorted by type or hearts.

Each column also remembers last used item and column, so pressing up you can quickly re-eat the last consumed dish (if more availble), or quickly select the last used Zonai item which then appears in your hand with ultra-hand activated ready to add to your build. Selecting an item also pops up the prompt to either fuse it to your weapon or shield, which should ask the question if you want to replace the already fused item if there is one.

Down arrow should always select shields, left arrow bows, right arrow swords. Whistle can be mapped to the secondary power wheel with the sage abilities.

Cooking should have the ability to cook in bulk, select a recipe and how many you want to make.

Not all of it is bad, but there is so much room for improvement. And my biggest gripes are still using the 'wrong' button for throw and power select. After 150 hours I still start throwing my weapon when wanting to use a power and still open the power wheel when wanting to throw a puff shroom. I always end up with the bow selector when I want to follow up shooting with melee. Got to first pull your sword out to switch the selector. Then first draw the bow again before being able to change the bow. Rotating while building is always a pita while snap often gets it wrong if the build is not lying flat enough.

It's odd that most earlier Zelda games let you map functions to buttons yet BotW abandoned that customization.

That is 100% on you. After 150 hours there should be enough mustle memory to be able to not constantly press the wrong buttons. I had a similar issue, often mixing up the L and R buttons, for the first 15-20 at max.

Many people have the same issues the control scheme just sucks and overly complicated.