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Project Zomboid B42.15.2 Controller Aiming Prototype: Deep Dive and Improvement ProposalsThe controller aiming prototype introduced in Project Zomboid Build 42.15.2 offers a new aiming mechanism for gamepad users but comes with several issues. This video compares it to the aiming method in the previous Build 41, detailing major problems with the current prototype such as slow cursor movement, inaccurate aiming reticle, and excessive dead zones. It also proposes specific improvements for developers to consider and emphasizes the need for enhanced controller support through Steam Input.
Project Zomboid B42.15.2 Controller Aiming Prototype: Deep Dive and Improvement Proposals
1. 🎮 Introducing the B42.15.2 Controller Aiming Prototype and Comparison to Previous Systems
· The gamepad aiming prototype introduced in Build 42.15.2 allows controller users to engage with Build 42's aiming mechanics.
· While functional, this prototype still has much room for improvement, and developers welcome feedback.
· In Build 41, aiming was a twin-stick system similar to a mini top-down shooter, where the right stick controlled character direction and the left stick controlled movement direction.
· Build 41's controller controls were nearly perfect for Zomboid, though inventory management still had limitations.
· Current controller setups often emulate PC keyboard input, differing from traditional console methods where partial analog stick input walks and full input runs.
· This approach feels unnatural and inconvenient for controller users, and a more fundamental redesign may be needed for overall controller experience improvement.
00:00 - 01:38
1. 🎮 Introducing the B42.15.2 Controller Aiming Prototype and Comparison to Previous Systems
· The gamepad aiming prototype introduced in Build 42.15.2 allows controller users to engage with Build 42's aiming mechanics.
· While functional, this prototype still has much room for improvement, and developers welcome feedback.
· In Build 41, aiming was a twin-stick system similar to a mini top-down shooter, where the right stick controlled character direction and the left stick controlled movement direction.
· Build 41's controller controls were nearly perfect for Zomboid, though inventory management still had limitations.
· Current controller setups often emulate PC keyboard input, differing from traditional console methods where partial analog stick input walks and full input runs.
· This approach feels unnatural and inconvenient for controller users, and a more fundamental redesign may be needed for overall controller experience improvement.
01:39 - 03:17
2. 🎯 Changes and Issues with Build 42's Aiming System
· In Build 41, aiming and firing towards a zombie would make the character select the closest zombie, with hit and damage calculated based on distance, mood, firearm, and aiming skill level, in an RPG-like manner.
· In the Build 42 unstable version, an aiming reticle system was added to target zombies, but the RPG-style accuracy calculation still applied, allowing players to select specific zombies.
· Build 42.12 expanded the limb targeting system, adding damage multipliers to each limb, with other limbs taking significantly less damage, pushing players to focus on headshots.
· A hotfix disabled the accuracy system, making firearms always deal damage, which removed the RPG feel and made the purpose of aiming skill obsolete.
· Now, clicking headshots replaces damage increases through skill leveling, and the outer part of the aiming reticle, which showed accuracy, became meaningless.
· In single-player, it became harder to level up aiming skill as it still required meeting previous accuracy requirements to gain experience, but in multiplayer, all shots grant experience.
· Controllers struggle with precise headshots from an isometric perspective, so the player-targeted headshot design contradicts controller support goals.
· The new mouse emulation-style aiming prototype would have been better if it had been introduced before limb targeting.
03:18 - 05:49
3. ❌ Major Issues with the Current Aiming Prototype
· Moving the analog stick slowly moves the cursor to a relative position on the screen; this is a slow-scrolling cursor method.
· It's a decent speed when there's no target, but it becomes frustratingly slow when there is a target.
· This slow-scrolling cursor emulation also applies to melee targeting, making it much worse than the previous method, so it should ideally be disabled for melee attacks.
· When using firearms, aim assist slowdown is almost essential due to the cursor's constant movement.
· Even with fast stick movements, the cursor overshoots the target, and trying to re-acquire it is difficult as the cursor's speed and direction constantly change.
· The cursor's center point is not aligned with the player but is positioned below the player from the camera's perspective.
· Two issues arise when targeting nearby enemies:
· First, a huge default dead zone applied to the stick prevents precise targeting of enemies near the character. (Can be changed via sensitivity settings in controller options)
· Second, the cursor's starting position is below the character, and it doesn't immediately return to the center when aiming stops, but scrolls back slowly.
· This causes the character to face away from a zombie when aiming at a nearby one above the character, which is dangerous during melee combat and makes close-range headshots difficult.
· The cursor not immediately returning to the center after aiming stops interferes with quickly changing direction to respond to sudden threats, as the cursor slowly scrolls from one side of the screen to the other.
· For this aiming method to work properly, the cursor must immediately reset to the center.
05:50 - 09:04
4. 💡 Suggestions for Improving the Controller Aiming System
· Personally, I think it would be better to revert to the state before limb-specific targeting, not requiring controller players to have the precision needed for headshots.
· I prefer the old RPG-style damage and aiming skill leveling system, which would also reduce development effort.
· If reverting to the previous system isn't possible, I propose the following changes to improve the prototype.
· Most of these points are likely already known to the developers.
CategoryDetailed Content
Setting 1Add a toggle option to turn off the new aiming system when using melee weapons
Setting 2Add a slider to adjust cursor smoothing (scrolling speed) when no target is present (No smoothing ~ Current smoothing level)
Setting 3Add a slider to adjust aim assist strength when a target is present (No aim assist ~ Max aim assist)
· Aim assist should be applied proportionally to the target's speed.
· Need to fix issues where aim assist activates on inappropriate targets like cars or windows
Setting 4Better in-game method for adjusting dead zones (3 dead zone settings)
· In the current system, dead zones interfere with targeting near the player, so input transformation should ensure dead zones don't affect the center point.

· The cursor's center point should move below the player, not be below the player. All input briefly pointing the player downwards is an unacceptable issue.
· A toggle to turn off the aiming system for melee attacks, a few new custom settings, a center point correction, and restricting aim assist to appropriate targets like zombies, animals, and PvP-enabled players are needed.
09:05 - 11:17
5. 🎮 The Importance of Steam Input and Hybrid Control Support
· Steam Input is a system that allows highly flexible controller customization by emulating mouse and keyboard controls in PC games.
· Even with Zomboid's default controller settings, using Steam Input to add keyboard key bindings to extra buttons can leverage many features.
· Currently, the game blocks some keyboard inputs when using a controller, making hybrid use difficult.
· In the past, one could freely switch between keyboard and controller, but now you must unplug a USB controller to switch to keyboard, and it's even harder with wireless controllers.
· A 'Switch to Keyboard' button should be implemented in the pause menu when using a controller. This is especially important for users with non-detachable controllers.
· Currently, there are mods that allow switching between the two control types, recommended for users who want to quickly switch between controller and keyboard for things like item sorting.
· The default inventory position should stop moving when the controller is activated. This causes the inconvenience of having to reset the inventory panel every time you switch controllers, with no benefit.
· If the game fully supported hybrid controls, there would be no need to include a way to revert to keyboard controls.
· Implementing many Steam Input features natively would benefit non-Steam users and open up possibilities for Project Zomboid to expand to consoles in the long term.
· Zomboid currently runs fantastically on handheld devices, and its presence on these devices is very positive.
프로젝트좀보이드ProjectZomboidB42_15_2컨트롤러조준게임패드조준시스템게임업데이트SteamInput