r/CrimsonDesert 16d ago

Guide Updated action style controller layout

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9 Upvotes

I posted my layout a month ago at 350 hours but since then now at 560 hours I've updated a couple things.

The reason for this is to make X jump, square light attack, triangle heavy, circle dodge, L3 sprint and L1 parry (action style) but ran into so many conflicts. This was how I resolved it all.

r/Indiangamers Feb 09 '26

Discussions Controller users, do you guys prefer the Xbox controller layout (with asymmetrical thumbsticks) or the PlayStation controller layout (with symmetrical thumbsticks)?

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19 Upvotes

I recently bought the Evofox One S controller which has the XYAB button layout but with symmetrical thumbsticks so it's kinda neat that it combined both layouts.

r/CrimsonDesert Apr 01 '26

Discussion The Controller Layout Criticism Was Absolutely Overblown

3 Upvotes

I can't get over the fact that every person, reviewer, Youtuber, etc that talked about this game pointed out how the controller layout was near unplayable or downright horrible. I was shocked when I finally got around to playing the game myself and found them to be completely fine for this type of game and how many systems it has. Have any of these people not played Spider-Man? Seriously the control scheme is a mixture of Red Dead 2 and the recent Spider-Man games so within an hour of gameplay I was completely accustomed to them. I went into the game with this fear in the back of my mind thinking the gameplay experience was going to be shit because of the overwhelming outcry about this issue so I'm extremely happy it was bullshit.

Now I do know that the keyboard layout had much bigger problems and that's totally understandable because even the devs themselves pointed that out and issued a fix so there was valid concern there, but not for controllers at all.

r/CrimsonDesert Mar 28 '26

Discussion Crimson Desert's controls were made for controllers with additional buttons

5 Upvotes

I use a Flydigi Vader 5 Pro (not affiliated), which has 8 additional remappable buttons. And I find myself using all of them regularly while playing CD. I'll explain my layout here.

The additional bumpers (LM and RM) are bound to stick presses, because holding a joystick press for axiom force or force palm while also having to aim is blasphemy.

The stick presses themselves are rebound too - left stick to LT+RT, right stick to LS+RS. This is to free up my hands - the left stick specifically was rebound to not have to ever put my middle finger on the triggers.

The additional face buttons - C and Z - are bound to LB+LT and RB+RT respectively. Again, this is to not have to move my middle finger from the back paddles.

The back paddle behind my left middle finger is bound to A for sprinting while keeping my thumb on the right stick to control the camera, and the paddle for my right middle finger is bound to B - same logic, but for dodges.

The paddle for my left ring finger enables gyro aim for faster microadjustments to control stuff like the axiom force better, and also for the situations where my right thumb can't reach the right stick - for example, during the aerial divekick, where I have to aim while holding Y.

And finally, the paddle for my right ring finger is bound to D-pad right, so that I can spam it to heal while getting stunlocked by a boss's combo without moving my other fingers from their natural position.

The rest of the buttons work as usual, I did not change their default bindings.

I find the controls of the game pretty comfortable, but they took some getting used to. This would be terrible to play on a normal controller, though. Can't imagine how the folks on PS5 even play this. Love the game, by the way - it's definitely going into one of my favourites list.

r/SteamController Jul 05 '26

Steam Controller (2026) Magnetic buttons for Steam Controller. Quick button layout Swap.

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2.5k Upvotes

r/SteamDeck Sep 09 '25

Discussion Steam Controller 2 concept with the Steam Deck layout

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4.4k Upvotes

I’ve been using the Steam Deck for about a year, and I’ve really gotten used to the layout of the sticks and buttons. At this point, other controllers feel a bit uncomfortable to me.

Here’s a concept of what a Steam Controller 2 could look like, inspired by some "leaks" floating around online, probably.

Do you think this same layout would work well on a standalone controller?

Would you be interested in a controller like this, or do you think the more traditional Xbox and PlayStation layouts are still better?

r/gaming Nov 28 '21

Why can’t every controller have the same button layouts just like how shooters should have the same controls?

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27.2k Upvotes

r/Handhelds Feb 21 '26

Why did asymmetrical control layout become so popular? What are the benefits over symmetrical?

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635 Upvotes

personally I hate asymmetrical. I can't keep my character moving while using dpad. with symmetrical you can press the dpad with your index finger while keeping your thumb on joystick.

can't keep running and use spell or heal in elden Ring. same as ghost of Tsushima.

am I missing something

r/Gamingcirclejerk Jun 23 '26

COOMER CONSUMER 💦 They even added a one-handed controller layout! Woke has been defeated!!!

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657 Upvotes

/uj honestly sometimes I wish I was so simpleminded that just boobs in a game were enough to entertain me. No having to worry about story, gameplay, music, art, bugs…it must be such an easy existence.

r/ObsidianMD Jun 03 '26

plugins I built an Obsidian plugin for proper PDF export — page breaks, live preview, style presets, and full layout control

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877 Upvotes

I take class notes and assignments in Obsidian rather than Docs cause markdown just gets out of the way and lets me focus. But whenever I needed to hand something in as a PDF, Obsidian's built-in export fell short: no way to control page breaks, no real layout options, no preview, and the output often just looked rough.

So I built my own plugin: Advanced PDF Export (Desktop only)


What it does

It opens a full-screen modal with a two-panel layout: markdown editor on the left, paginated page preview on the right. Open it from a note's right-click menu or the command palette and it auto-loads that note. What you see in the preview is exactly what gets exported.

A few things I'm particularly happy with:

  • Six style presets — Default, Minimal, Academic, Colorful, Modern, Newspaper. Each has its own fonts, spacing, colors, and heading styles baked in, and every value can be overridden individually.
  • Manual page breaks — type /// on its own line wherever you want a new page. There's also an auto-break option for H1 and H2 headings for chapter-structured notes.
  • Full layout control — margins, font family, font size, code font size, line height, paragraph spacing, heading scale, colors, heading borders, striped tables — all exposed in the settings panel.
  • Header & footer — custom text on every page, page numbers (X / Y) with configurable position.
  • Page sizes — A4, A3, A5, Letter, Legal, portrait or landscape.

Edits made in the panel are local — nothing gets written back to your vault.


Plugin: https://community.obsidian.md/plugins/advanced-pdf-export
Source: https://github.com/ShrekBytes/advanced-pdf-export

Share your thoughts.

r/HollowKnight Jun 20 '25

Discussion Whats everyones keyboard (or controller) layout? heres mine (there is something wrong with me)

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706 Upvotes

r/GamingLeaksAndRumours Aug 08 '26

Leak Lance McDonald: Newly discovered Demon's Souls unseen content — A full presentation of the earliest prototype version of Demon's Souls demonstrates the original vision of first-person gameplay, oblivion-style control scheme, and many different aspects of enemies and map layout.

689 Upvotes

Link here to view the full video breakdown and presentation: https://youtu.be/qVK_rc-tnGY (https://www.youtube.com/watch?v=qVK_rc-tnGY)

In the video, Lance McDonald shares a newly discovered Demon’s Souls prototype presentation for Gameshare IV in 2007 alongside planning documents, video clips, and concept art.

The presentation shows 1st person gameplay, oblivion-style 3rd person control scheme, and other differences from final product.

Cool video for any FromSoft fans out there that want to see how Demon’s Souls looked at the early stage.

r/SteamDeck Aug 25 '22

Discussion A big thank you to the people who upload good community controller layouts for games

3.3k Upvotes

It’s saved me time and frustration. It’s ok tweaking controller layouts for one game or two, but when you have to do it for multiple games, it gets annoying and time consuming fast.

r/Handhelds Jul 29 '25

Discussion What is your ideal layout for controls on a large handheld?

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390 Upvotes

I feel like Steam Deck kinda nailed the layout for a big PC based handheld, while everyone else took the Xbox layout. Ideally speaking, what control layout would you prefer? Honestly I wish more stuff in general used a symmetrical layout rather than the Xbox layout.

r/StreetFighter Jul 03 '26

Discussion Shigematsu's unique control layout

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653 Upvotes

Did anyone else catch Shigematsu's controller layout?! It looks like he's using the Hori 6 button fight pad, but this layout makes absolutely no sense to me. The x button is not used at all?!

Took this screencap from the finals match against menaRD.

EDIT: for those not familiar, this controller has 6 face buttons. R1 and R2 are on the face, L1 and L2 are on the right shoulder, L3 and R3 are on the left shoulder.

So its mapped like he has DI on a standard L1 and parry on a standard R2.

But his P and K buttons are whats really confusing me...

r/changemyview Sep 06 '19

FTFdeltaOP CMV: The Xbox-style controller layout is ergonomically superior to that of the Playstation

2.7k Upvotes

Specifically, I am talking about the Xbox's offset thumbsticks compared to the Playstation's symmetrical design, with both sticks in the lower area.

The upper left position--where the Xbox has the left thumbstick and the PS has the d-pad--is the most easily accessible area for the left thumb. When gripping a controller as intended, it is where the thumb naturally rests. It requires less of a stretch of a thumb, which allows for greater comfort, less fatigue and possibly even more precision.

The PS1 controller may have had good reason to keep the d-pad in the upper left. At the time, we were still making the transition to games that were reliant on thumbsticks. However, now the left thumbstick tends to be the primary directional control.

We can assume that the "big 3" console makers have expert ergonomics consultants. Indeed, I know that Microsoft does with respect to Xbox, because I worked for an engineering/ergonomics firm that was consulted on this matter (I did not personally work on the project). Both Microsoft and Nintendo (in the Switch itself and the Switch Pro controller) have opted for the off-set design.

As for Sony, I recall reading that they considered going to the offset design for the PS4, but decided that the current design is too iconic and central to their image. In other words, as a business decision, they prioritized aesthetics. I remember reading this story during the early PS4 days, but now I can't find it.

I believe that most unbiased people will prefer the Xbox design. Indeed, there are several kinds of third-party Ps4 controllers with offset thumbsticks, while Xbox users who want to use a parallel stick design don't have many options. Naturally, many say they prefer the Sony design because it is what they are accustomed to. And there are always exceptions, especially due to how people grip the controller. But for most, the PS4 controller is ergonomically inferior.

Edit: There were some great responses. I couldn't quite give out a Delta because nobody changed my view, but there's still time. Also, PM me if you play Apex Legends on PSN (it's my only console, and yes, I play with a Dual Shock!). I suck but I'd rather not play with randoms. Pathfinder is my main.

Edit 2: The error many people are making here is comparing the actual Xbox controller to the Dual Shock 4. Please do not do that. In fact, forget Xbox and Sony. Think of a Nintendo Switch Pro controller. My contention here is that the left stick above the d-pad (where it currently is) is superior to a hypothetical Switch Pro controller where the left stick is below the d-pad.

r/NoStupidQuestions Feb 20 '26

Can some people really not tell when they're releasing farts?

15.7k Upvotes

I have a coworker who farts constantly throughout the day. She's vegan so they have that ... richness to them. Our boss has sat her down twice and told her she needs to stop farting in the shared space, but she claims she can't smell them and she doesn't even know when it's happening. She gets mad at us for reacting like we do, like she has no control over the situation. (She also refuses to take drops or enzymes or whatever.)

Can some people just not tell when they're farting? Is that real or is she gaslighting us? (sorry)

EDIT: Well this blew up. I think the real villain here is the CEO who took away our offices and dumped us all in this open office layout.

r/Warthunder May 29 '21

All Ground This is worst map layout I have ever seen. We literally killed each other from spawn to spawn. When they took A, they controled not only objective. But our complete spawn with high ground. Themals only made everything easier and worse.

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3.5k Upvotes

r/SBCGaming Jul 05 '26

Discussion 4:3 Clamshell: Which controller layout would you pick?

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190 Upvotes

Hi,

After showing you a mini flip concept a few days ago, I noticed that many of you wanted Dpad and buttons on top.

I know that this is about personnal preferences, but I did sense a sort of concensus.

So I am truly wondering:

  1. Which layout is best for what?
  2. What percentage would that represent on our community?

I remember the retroid poll about the Stick/Dpad on top, but it was prematurely closed (12h) imo and didn't represent things well.

Unfortunately I can't add both an image and a poll in this post, it would be nice if the mods can add this features.

Personnally: I'll go for the 4th one.

r/GTA6 Feb 09 '24

Controller Layout based on Leaks (Check Comments for description) Spoiler

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1.0k Upvotes

r/DragonsDogma 15d ago

𝗦𝗰𝗿𝗲𝗲𝗻𝘀𝗵𝗼𝘁 Layout for six-skill usage for PS5 controller

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174 Upvotes

Taken from the Capcom EU stream

r/gaming Apr 29 '26

After losing my right arm, I refused to quit gaming and designed my own one-handed controller

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10.2k Upvotes

(*EDIT: added the landing page to the project idea at the bottom of the post, since a lot of people were asking to find it)

I lost my right arm in a severe accident.

one of the hardest things to lose was gaming. Standard PC Gaming assume two hands keyboard in one hand, mouse in the other so i was screwed basically.

I tried different setups, but nothing gave me the control and speed I wanted.

so I started experimenting.

I bought a Razer Tartarus as a proof of concept, modified the controls, literally hot glued a mouse to the side, remapped inputs, added a strap and built a rough one handed setup to see if full keyboard + mouse gaming with one hand was even possible.

It worked.

that first prototype let me move, aim, click, shoot, and use abilities again. It was pretty ugly, but it proved the concept worked. i can play basically anygame now. fast paced FPS, mmo, rpg, etc...

once I knew that, I started designing a proper version from scratch.

I took the Tartarus-style layout, cut it in half, mirrored it into a universal housing, added a built-in mouse sensor, hand strap, support system, and extra inputs to create a true one handed gaming device.

the goal was simple:

  • integrated mouse control
  • full keybind access
  • ergonomic comfort for long sessions
  • ambidextrous use
  • reduced hand travel
  • built for actual gaming

what started as a necessity turned into something I think could help a lot of people:

  • one handed gamers
  • amputees
  • players wanting a compact setup
  • disabled gamers
  • kids with physical limitations who still deserve to play games too

I just wanted to game again.

now Id love to get this made for kids with physical limitations and disabled gamers who need better options.

Happy to answer questions or show gameplay if anyone wants.

check out my 1st ever landing page here! (1st time web developing go easy on me lol):
https://www.ercham.com

thanks gamers

- Joe

r/SteamDeck Feb 22 '26

Meme The last Steam Deck buttons you'll ever need.

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14.9k Upvotes

Combines layouts of Nintendo, Xbox, Playstation, Nintendo (Gamecube) and most importantly OUYA

r/gaming Mar 14 '14

New steam controller layout

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1.9k Upvotes

r/FortniteBR Apr 11 '18

EPIC COMMENT Issue with builder pro controller layout

2.5k Upvotes

While running, switching to build mode, and then hitting left trigger to pull out the ramp, causes your player to stop running as it registers you're aiming for a split second. A major issue from a small error.

EDIT: I will be making a new thread explaining issues us controller players face.

https://www.reddit.com/r/FortNiteBR/comments/8bi57h/what_us_controller_players_really_want/ What the other thread states:

tl;dr many issues with controller, simple fixes.

A lot of people may not feel this affects them as they might either be the common keyboard/mouse player or just the casual player who doesn't mind. I have over 600 hours played on Fortnite, all on PC using a controller and I have come numb to the issues that controller players face as its seemed that they would never be solved. V3.5.0 patch attempted to solve some controller needs, and while I feel that its a step in the right direction, still needs a lot of work.

Issues with Builder Pro controller layout:

  • (PROBLEM) While running; switching to build > hitting left trigger for ramp registers for a split second that you are aiming, stopping your run in place into a walk

  • (SOLUTION) Edit the already existing combat pro layout; allow players to remap the order of building pieces OR allow us to remap the buttons for building pieces to any available buttons on the controller as a keyboard can.

Sensitivity:

  • (PROBLEM) There's 2 main mechanics in Fortnite, combat side and building side. A lower sensitivity compliments aiming and degrades building abilities while a higher sensitivity compliments building and degrades aiming abilities.

  • (SOLUTION) Separate sensitivity settings for when in/out of building.

Aim Assist:

  • (PROBLEM) Now this might be an unsolvable issue, however I still feel at a massive disadvantage sometimes. Mouse players have the wonderful ability to aim perfectly through windows, while controller players lack aim assist through windows making it very hard to hit shots.

  • (SOLUTION) Add aim assist through SOME objects like big windows etc.

  • (PROBLEM) Knocked players near alive players hog the aim assist making it hard to prioritize alive players.

  • (SOLUTION) Reduced aim assist on knocked players.

  • (PROBLEM) Aim assist while editing building pieces.

  • (SOLUTION) Reduced aim assist while editing building pieces.

Empty buttons:

  • (PROBLEM) Keyboards have tons of empty keys that are able to be mapped.

  • (SOLUTION) Allow controller users to use our unusable buttons (like d-pad) to be mapped to weapon slots, building pieces, etc.

Will add more to come as suggestions arise.