Devs, what does it take to have fully remappable keys properly working?

i mean its a whole lot different asking for difficult new features that requires a lot of development and something simple to be working as intended by simply adding a few lines of code at best.

there are things that are ruining everyones experience (like mm) and then theres stuff like new civs.

i wouldn’t be upset if someone else get something not so useful for the whole scene but it wouldn’t stop me from questioning (deserve to be rude) those in authority behind this games progression.

I’m glad the poster who doesn’t code but “knows Linux” is an authority on how difficult it is to fix the bugs with hotkeys :smiley:

(bugs should be fixed, options are good)

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That’s why we need to pay the professionals to do these in a modern society I guess.

I’m not a trained coder, but I can do some coding, which is by no means any authority, but I do know for a very fact based on everything you’ve said you are no authority to actually assert its difficult and i do know enough to know we have a simple problem in our hands, you don’t need to be a seasoned coder to know this.

I can understand there’s difficulty in sorting say “game pathing” but when it comes to adding CLEARLY missing variables, this is inexcusable, but ya know, looking at how you’re assessing this issue people will come to eventually realize if they can trust your judgment, which doesn’t seem to be on your side.

I’m curious, what medal do you have in this game?

But if you have nothing to contribute apart from saying what’s most obvious “bugs should be fixed, options are good”, its more sensible for you to stop responding. This thread is about hotkeys getting fixed, not debating on its difficulty. I’m sure you have plenty of difficulties in your line of duty, perhaps you should focus your energy on that instead so that you don’t to tell your customers “its modern, so its hard” so you do that and not spend time on this thread.

You do? Explain.

Clearly? Again, explain.

It’s one thing to have a pet theory. It’s harder to evidence it.

This thread is about what it takes to fix it. You should know, you wrote the title. You volunteered your unpaid services.

I gave my own personal theory on what it takes, and from that point on you’ve gone to all sorts of lengths to insult me personally and professionally. I don’t care, but it’s funny for you to then turn around and tell me what this thread is about.

What was so wrong about me giving a single opinion about why I think it’s been so difficult for the devs? Why are you having so much trouble with it? What compelled you to reply in the first place? What compelled you to keep on digging deeper about your perception of me as a developer? :sweat_smile:

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in my humble opinion, the problem the fully custumized hotkeys face (thanks for finally implementing them) is what i can only describe as sloppiness of implementation, lack of proper testing ahead of time, given notably how many binds were not fully remappable even after Season 2 (but to be fair to relic here, there has been at least appearent effort to patch up the gaps), as for system as a whole, binds that are there, which is about 90 to 95%, work exactly as you’d expect from past aoe, and i won’t pretend og aoes didn’t have at least a few issues in this area (aoe3 locking tab completely for instance, and now in DE every time a new civ or mechanic is added the fully custom binding needs a patch or 2 to arrive for some reason, in my eyes thats also sloppy)

Clearly because if you took any effort to test, you will very quickly find missing buildings and units. Why do I have to repeat? Mali cattle is not in the list. Clearly this is nothing about complexity or new hotkeys. Man people try to tell you things over and over and you don’t get it. I am not looking for the most intelligent human beings to argue with or not argue with, but i really don’t want to talk with someone who links a missing cattle hotkey to complex modern game / hotkey system.

But you’re right, you’re not worth arguing with.

If there was a list that you had to add to to fix the hotkeys, it would’ve been done already. Anyone would’ve done it.

What I’m asking you to do is explain why you think it’s so simple. But you can’t do it lol.

Are you seriously asking me why its simple? It’s simple because the other items are already there, its a matter of adding the missing item. Stop, just go away. There’s only so much stupid that I can take.

That’s not how code works mate, sorry. Call me whatever names you want, but that’s not evidence.

That’s you deciding how something should’ve been implemented in your head, and being confused at why the devs can’t add to that invented implementation.

Best of luck in volunteering your services.

Use your brain, I don’t have their source code to show you line by line evidence. Like just about everyone else, I’m not going to agree with your assertions so stop participating in my thread. I am not going to be seeking any coding service from you at all surely after all I’ve seen, so there’s no need to pretend like you know something about dev work or coding, it won’t change my opinion of you now.

Company of Heroes, one of Relic’s original IPs.

Oddly enough, the hotkey system in AoE 4 isn’t as straight forward as in the older games. Why are the buildings sorted by age and not by their purpose? You could reduce the categories from four to just two.

Quick rundown on the villager UI in AoE 1 - 3 DE:

aoe 1 de ui
In AoE 1 DE when selecting a villager, you see all buildings available and just have to press one key


In AoE 2 DE, there are two sub menus, the buildings are sorted by economic and military

aoe 3 de ui
AoE 3 DE behaves similar to AoE 1 DE. You select a villager and just have to press one key.

Keep in mind that by default, all of these systems are grid-based and can be further edited to your liking.

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yeah i mean theres been 20 years of rts, the best way to design the hotkeys is to have customization per unit and per building.

i think its like that in sc2.

and potentially the ability to sort the grid.

starcraft 2 player mentions that the standard way is confusing and recommends the grid (activate subtitles)

:point_down:
https://youtu.be/awswzFEjFwk?t=226

fair, but i supposee we all have our comfort way of handling keys

i can tell you for a fact after a year+ of grid and switching to custom, my games been better.

ok apparently they did fixed mali age up (boy was that hard)

now there are two more “breaking” ones that needs fixing

mali warrior scout from tc (only broken after upgrading)
and prelate 2nd grid key… i forget what you call it, enchants units

and unload units from rams,

as for other broken keys ive figured workaround

aoe2 player uses “ultimate shortcuts” settings, such that they are the same as the grid

casually ignores 90% of people playing aoe2 with personalized keybinds, you’re not adding to discussion, i’d much rather have aoe2 system that has grid LAYOUT but fully remappable keybinds vs aoe4 way of grid PANEL that doesn’t let me rebind if devs forget to add some command to the fully remappable section

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Yea. I don’t really get what the panels suppousedly add.

They take up more space on the screen which by the way, is likely why we can’t select individual units out of a selected bunch–there is just no space on the screen for it.

Even after the hundreds of hours I have put in, the panels still feel “sticky”. Building 2 archeries and a barracks means you need to press escape inbetween to return to the default page so you can then press Q for the barracks. Many times have I pressed escape twice only to deselect the units entirely.

Only workaround I have found so far is to use the “End On Release” command queue mode. It isn’t ideal.

I just don’t get what the benefit. Is it maybe because they want everything to be visible at once for new players?

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They make it very clear which buildings are available in which age and also allow all options to be on the screen at once, unlike the AoE2 panels.

They’ve definitely taken accessibility into account, I suspect this setup is easier for mouse only players and will be easier for the Xbox version that’s coming.

With the few brand new players I’ve introduced to both games they’ve actually all found the AoE4 UI much easier than the AoE2.

Personally though I would like the ability to rearrange the panels ourselves and use as many or few as we’d like. That would be amazing.

Then people could set it up like AoE2 or 4 or their own way with only 1 panel or 3. I would definitely change mine from the default to be somewhere between it and how AoE2 works.

I also agree that exiting panels needs to be easier, esc is not great.