Hi, as the title says. I have tried every solution online including making 2 virtual controllers with added 3% deadzones (still insanely low but enough so that my stick doesn't drift) but the game overrides it to raw input every time I launch it. I think it's raw input cause it's so low, it's less than 2% anyway which is totally ridiculous.
In game there are 2 settings for stick sensitivty. The movement stick sensitivity setting adds a deadzone the higher the slider goes, while the camera sensitivity setting does not. (having a high sensitivity leading to drift is not the problem I am having, my sensitivity is at a low 20 BECAUSE of the drifting) I actually think this is a bug because it's meant to be the other way around. For reference, my 5 month old controller's right stick is sitting at 2% off axis and it's drifting. Majority of games have a default deadzone of 7-10%... over 5% at least for all of them with controller support I think because I have never experienced stick drifting in any game period (except for genuinely time worn ones which has nothing to do with software of course) My desk even has a built in bracket for a controller after all I am a scholar I take great care of my tools...![]()
I have never in the 12 years I've had a computer run into a problem where there is simply nothing I can do on my end after trying over the course of hours to remedy it. Buying a new controller will fix it for a few months and then the stick drift will be back again so ultimately it will fix nothing. The deadzone is simply unrealistically low there is no way this is intended by the developers.
I've put over 1000 hours in this game since 2015 I know from the quality of the game and the sheer amount of freedom you have customising your experience that it is NOT meant to be this way. The camera and movement settings are the wrong way around. The deadzone that is added to movement must have been meant for the camera setting.
The only reason I think this is because there is no setting for deadzone at all which obviously is intended by the devs as disappointing and confusing as that is considering 7-10% deadzone being the industry standard and that they have bolstered the fact there is controller support and controller hud layouts with many controller orientated settings. But the fact movement has a deadzone makes me believe a mistake has been overlooked because it makes no sense to tie a deadzone to the sensitivy of your movement BUT not the same with aiming which effects scrolling for menus too, making this easily fixable and overlooked problem incredibly unbareable to deal with.
Dawntrail is out, 1000s of new players will be joining the fun and 1000s will be returning, many of which will have physical inhibitions like myself and use controller. IF they care enough to still want to play and try solve it they will go through the exact same frustrating process I have just went through that got me absolutely no where. Please. Address this issue it has been a problem for years! Often the menus are unnavigable because camera input cancels out dpad in menu and it's so frustrating. It shouldn't even be a problem in the first place.

Reply With Quote

