This is the way of it, I'm afraid. We weighed the clarity of swapping out the button help with whatever the user had mapped versus the enormous amount of video memory required to load up every possible piece of button art every time you entered the Inventory, and speed/memory won out.
Nope, that doesn't even make sense. You choose to hardcode the key image to save some performance, fine, but that leaves the user completely stranded. Expecting the average gamer to remember all the default keys in order to figure out which function they remapped an interface key to is just stupidity.
What they should do is use something dynamic. Just a text display would be fine. It needs to update, one way or another.
Put yourself in the gamer's position:
"Ok, so the menu says press F, but that's not doing anything. Ok I remapped F, I think. What did I move that to? Uh... were does it show the F >> New Key ...? Oh it doesn't. Well what did F
used to be? ...Maybe I should just push that button..."
If you don't remember, well sorry you are out of luck. That's dumb. And it's even worse if the (mouse button) you remapped the F function to doesn't even work when you press it (like my case). That totally throws you off because you think you already tried the remap.
But at least they are fixing that part.
Ideally, you'd be able to remap menu keys separate from gameplay keys, but just one of those "I wish I had more time" things...
Yes, that would be ideal, seeing as they actually do two completely different things. Interacting with the game world and interacting with the menu system are not the same. Thus, a key that makes perfect sense for changing POV might make no sense whatsoever for adding something to your favorites menu.
The good news is, reports have been surfacing that you
do have some time. To make patches. I would
love to see this fixed.