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I think the last mainstream game made for PC players was Oblivion.
The marked share is toy boxes (consoles). So, PC gamers get like totally shafted.

Even when the game is designed firstly for PC's (said half heartily)
It's not consoles, so much as controllers... which an now ubiquitous to pc's as well.

They have to use only a certain number of buttons to start.
Once they flesh out the key rebind screen for pc, it'll get way better for everyone on pc.
The official guide has a note "To PC Players" that the developers made the game to be used with a controller.

"Though Cyberpunk 2077 can certainly be played with mouse and keyboard if you prefer, it's worth nothing that its creators recommend a gamepad for an optimal play experience."

Really CDRed? Then:

1) Add Gyro aim

or

2) Make it a third person shooter.

Aiming with your thumbs is trash, aiming with your thumbs in first person is total trash.

There's an expression in English, "He's all thumbs." which means... "He is clumsy or poor poorly coordinated." Now explain to me why I should use my thumbs to aim?!
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InfiniteClouds: The official guide has a note "To PC Players" that the developers made the game to be used with a controller.

"Though Cyberpunk 2077 can certainly be played with mouse and keyboard if you prefer, it's worth nothing that its creators recommend a gamepad for an optimal play experience."

Really CDRed? Then:

1) Add Gyro aim

or

2) Make it a third person shooter.

Aiming with your thumbs is trash, aiming with your thumbs in first person is total trash.

There's an expression in English, "He's all thumbs." which means... "He is clumsy or poor poorly coordinated." Now explain to me why I should use my thumbs to aim?!
That's why i play on PC because I don't like controllers or consoles for that matter.
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MasterZoen: Wow. I can't believe how little this effects me. I've been using a Logitech G13 for years and years because of how crappy I found default control layouts to be for games on top of how the offset WASD hurt my fingers because of arthritis. Keybindings being weird isn't a recent issue, it's not endemic to console ports, and it's not because dev's don't care. It's just that every person plays a little different and you can only put so many functions on a key map. My G13 stopped working towards the end of last year and I've had to adapt to default keyboard controls for some seriously old games like Quake and Shadow Warrior. This game's default bindings feel refreshingly modern by comparison, though I've remapped "Scan" to my mouse's back button. I do wish they would tie "dash" to a button that would let me dash in whatever direction I'm moving but they have it tied to melee combat for dodging left/right so I doubt that will ever happen.
I could just remap the keys on my Roccat Vulcan's macro menu and also in my Cyborg R.A.T. 8+ mouse menu but I shouldn't have to. I didn't really have to remap hardly any of the keys. They are mostly fine. But that weapon wheel is un-excusable. I don't use it much. Number keys and scroll wheel mouse work fine. Much faster to use them which is essential during combat.
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InfiniteClouds: The official guide has a note "To PC Players" that the developers made the game to be used with a controller.

"Though Cyberpunk 2077 can certainly be played with mouse and keyboard if you prefer, it's worth nothing that its creators recommend a gamepad for an optimal play experience."

Really CDRed? Then:

1) Add Gyro aim

or

2) Make it a third person shooter.

Aiming with your thumbs is trash, aiming with your thumbs in first person is total trash.

There's an expression in English, "He's all thumbs." which means... "He is clumsy or poor poorly coordinated." Now explain to me why I should use my thumbs to aim?!
Wrong. How is playing with a gamepad optimal?! It's the exact opposite. It's the most un-optimal way. Gtfo with that bullshit.
Post edited December 19, 2020 by REG2012
The one that really grinds my gears is the "double tap alt to holster your weapon. I mean, come on, you have a whole keyboard, no need to double tap,
Other than the wierd holster weapon key, I find the controls just fine.
avatar
MasterZoen: Wow. I can't believe how little this effects me. I've been using a Logitech G13 for years and years because of how crappy I found default control layouts to be for games on top of how the offset WASD hurt my fingers because of arthritis. Keybindings being weird isn't a recent issue, it's not endemic to console ports, and it's not because dev's don't care. It's just that every person plays a little different and you can only put so many functions on a key map. My G13 stopped working towards the end of last year and I've had to adapt to default keyboard controls for some seriously old games like Quake and Shadow Warrior. This game's default bindings feel refreshingly modern by comparison, though I've remapped "Scan" to my mouse's back button. I do wish they would tie "dash" to a button that would let me dash in whatever direction I'm moving but they have it tied to melee combat for dodging left/right so I doubt that will ever happen.
avatar
REG2012: I could just remap the keys on my Roccat Vulcan's macro menu and also in my Cyborg R.A.T. 8+ mouse menu but I shouldn't have to. I didn't really have to remap hardly any of the keys. They are mostly fine. But that weapon wheel is un-excusable. I don't use it much. Number keys and scroll wheel mouse work fine. Much faster to use them which is essential during combat.
avatar
InfiniteClouds: The official guide has a note "To PC Players" that the developers made the game to be used with a controller.

"Though Cyberpunk 2077 can certainly be played with mouse and keyboard if you prefer, it's worth nothing that its creators recommend a gamepad for an optimal play experience."

Really CDRed? Then:

1) Add Gyro aim

or

2) Make it a third person shooter.

Aiming with your thumbs is trash, aiming with your thumbs in first person is total trash.

There's an expression in English, "He's all thumbs." which means... "He is clumsy or poor poorly coordinated." Now explain to me why I should use my thumbs to aim?!
avatar
REG2012: Wrong. How is playing with a gamepad optimal?! It's the exact opposite. It's the most un-optimal way. Gtfo with that bullshit.
If you don't like using the weapon wheel then that's fine, but why would you claim it's "un-excusable" when you aren't forced to use it? I've played a game where the weapon switch always brought up the weapon wheel. That was annoying, but at least the gameplay paused when it was up.

Why would you buy a "customizable" keyboard and mouse if you didn't plan to remap the controls? That's the main reason I've heard most people give for getting peripherals that they can assign keys to via software. It feels like you are contradicting yourself here. Guess what, devs can do whatever they want for keybindings. They don't have to use WASD, they don't have to use arrow keys. They can make a game where "move forward" is "H" and "move backward" is "7".
In a time where the PC version of a game can have better graphics, better sound and better controls, it seems a little backwards not to make all the versions the same flavor. In my opinion I don't care what the reason is I just dont believe that it's necessary for any company to limit their audience in this way.
In the end it's a tiny bit of laziness that causes a lot of annoyance.

If you for example compare Star Wars Squadrons, they truly walked the extra mile there. That degree is not necessary, but it should be what you aim for. However, the bare minimum is that while your keys are natural combos (say one key for grabbing, picking up, holding and also as a selection in a menu) on console, they're all separate bindings on PC.

Now what Star Wars Squadrons did was they went one further: You can bind the separate keys or the combo action, your choice. In fact it's a non-exclusive 'or', if for whatever reason you need that, you can just bind both.

I know with a ton of ini file editing I could in theory do that here, too. So the devs weren't even far off from having this, they just needed to build an options UI for it and they'd have been done.

That being said, Cyberpunk shows it's troubles development, appaling dev conditions and questionable management decisions everywhere, not just in the keybindings. They fit in, however.
I’m on PC mixing up between mouse and keyboard and game pad.
For some actions I prefer game pad. Driving for instance. The analogue nature of game pad controls allows you to control how fast you walk for instance. Better for smooth movements.

Others where I prefer mouse and keyboard of course. Shooting obviously. Fine grained control. Faster to jump between menus. Etc.

They did not force console controls on PC.
I get where the poster is coming from but I moved past the discussion of keyboard and mouse being superior to game pad years ago. I grew up with mouse and keyboard and learned to use game pads way after consoles went mainstream so I’ve always been a PC gamer first. Nowadays I use both extensively.

I’m pointing this out because the limitations to three guns has little to do with gamepads. There are plenty of FPS games for consoles where you can quickly switch between different weapons without issue. The old Witcher games that were first only released on PC also limited the number of weapons you could “mount” at any given time.

This is a RPG game first. So the limit of 3 weapons is a gameplay mechanic to force you into making choices of what primary weapons you want to wear.
This not to say that something’s weren’t tailored to better integrate with consoles. They definitively were.
But for instance you use a cursor extensively in gamepad mode as well even though a cursor is much more suitable for mouse. Many menus such as the inventory, cyber ware management and so on are mouse first UIs.
Due to the huge number of items you have CDPR decided that it was better to do an inventory system that is more PC oriented than trying to come up with a console friendly Inventory system.

They also prioritized a lot of features for PC something other publishers don’t. Many graphical settings such as ray tracing reflections are only available on PC. And that has huge implications because that means developers had to check how the game looks with all those extra graphical features. They have continued to add new PC features that aren’t even supported in Next gen consoles. They even have a Steam Deck graphical setting now.

So to be honest I think CDPR didn’t prioritize one platform over the other when it comes to UI.
I think they tried to mix a bit of the best of both worlds prioritizing a more PC like approach to UI design in some places and a more console approach in others whenever the gains justified.

It is not easy to do a UI that everyone can be happy with and to be honest they did a better job than most.