I totally understand what you are saying. Things may not work out like they do on paper.
However, I wouldn't leave it up to one guy to determine what should feel right to everyone because one person is more likely to NOT think of all possibilities. So we have to challenge RandyT to make sure he is giving us a good product. Example, me coming up with the shift key idea because I can see this as a replacement for the keywiz for some people. RandyT didn't think of that. Which make me tend to think RandyT didn't beta test this with anyone but himself. What he thinks may not be what most of his customers think and you need to cater to the customer, not yourself.
You don't give me enough credit.
I did consider the shifted buttons at the beginning of this, but I didn't know 2 things:
1: Whether such a feature was
necessary when there are scads of buttons available, especially in a panel where there are 2 of these boards present (46 extra buttons is a lot for anyone) or 1 GP-Wiz49 + 1 KeyWiz (IPAC, whathaveyou) where the Keyboard encoder already has this feature. And there is also the fact that with applications like MAME,
ANY button can be a "shift" button. You just dedicate it as such and it works. So when you brought it up, I looked at in the light of "it was important enough to one person, so there may be others. And if I can add it without detriment to the rest of the product, I will try." I am still not convinced that the testamant of one user deems that feature as a necessity that should hold up it's release, considering the rest of what the product offers.
and
2: Whether there was a way to implement a shifted
gamepad button that
makes sense and won't screw up cross-platform HID compatibility. I still don't know the answer to this one as I now am battling fussy HID report structures again.
So, it's not that I didn't think of a simple addition of a shift function. There were just a lot more issues at play than you are aware of in its implementation.
And, I will repeat this
one more time. "Feel" has nothing to do with this product. You
cannot make it feel any different by messing with the definitions. What you
can do, however, is screw it up royally so that it
doesn't work as it should. The feel of the stick is governed entirely by the mechanical operation and one must correct for what it does by it's inherent nature.
This is one area where Xiaou2 and I see "eye-to-eye", and when I get few free moments, I'll respond to that book he wrote

.
And the product was tested. I mean, I like you guys a lot, but there
are other people on the planet. Some of them that will even give you fresh viewpoints not clouded by years of what they are "used to". I even had a chance to watch what happened when they used it. We are talking people who don't play video games for a living, but average Joes, who when asked "how does the control feel? Did it ever seem to make you go someplace you didn't intend to go?" replied in every case, paraphrased, "No. It worked really well and I felt like I was always in control."
And you know the funny thing? They never asked what the grids looked like....not even once.
RandyT