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Movement Speed rebalancing.


Nanako

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Posted

As aurora veterans will probalbly notice, things have gotten faster recently.


For at least the eight months since i joined aurora, and likely a significant period before that, we had a slower movement pace. Running was fairly slow, walking was, quote: 'Suicide tier'


This thread was a great example of that: https://forums.aurorastation.org/viewtopic.php?f=18&t=5969

And that's why i made a sprinting system. But a spanner was thrown in the works


While working on movement code i discovered a setting, Tickcomp, which is now obsolete. Its supposed function was to smooth out jerky movement, but we weren't using it. Or so skull thought. What i found was that we actually WERE using it, and it was useless like goggles. it did nothing. So we removed it.


I had planned to remove it during my sprinting work, where i'd compensate for it. But someone went ahead and removed it before i was done, the net result of which is that before sprinting was added, everyone got faster. This has somehow been preserved after the addition of sprinting, due to config settings


Now onto the real point of this thread: I liked the slower speed. The whole reason i made a sprinting system, INSTEAD of just increasing the base speed, was to allow people to move faster sometimes when they needed to, but to keep things at the slower pace generally. This is because i believe the slower pace is better suited for roleplay.


For example, when you pass someone in the hall outside medical, you might want to talk to them. You've got to say something to get their attention before they move out of your hearing range. The faster they're going, the less time you have to type. Which imo means that a faster speed is detrimental to passive RP.


I believe it's also detrimental to combat. firing guns and attacking with weapons depend on precisely clicking on your target, which gets harder when they move faster, resulting in more misses.


And its detrimental to sprinting. As mentioned i designed the sprinting system to allow relief from the slow movespeed when you really want to go fast. Right now though, due to the increased walking speed, there's no reason to sprint, when walking gets you everywhere fast enough


Basically, the walking speeds we have right now, are not the speed the sprinting system was designed for. Things are too fast. This increase in speed has affected everyone, not just humans, but also drones, cyborgs, mice, animals, etc. Bluespace bears are faster than i designed them to be, and i get a lot of complaints about that.


We had the same speed for eight months and we were fine with it. The people who complained about it were mostly newbies from lower RP servers who weren't used to aurora. Slower speed discourages action and encourages RP more, i believe it fits out server atmosphere better.


Thus my proposal is to lower the base walk speed, to get it closer to how things were before the last few months. This will affect the movement speed of everything, including all animals and NPC mobs, although speeds can be adjusted on a finer/per-creature scale as necessary. We won't slow down sprinting, sprinting is intended to be short bursts of speed and i'd like to keep that fast.


I'd like community thoughts please. Do you agree, or disagree with lowering the movement speed back to how it was for most of 2016 ?

Posted

|> Update had unintended bugs that messed with game mechanics.

|> Developer wants to fix unintended bugs in system.


I see no problem. Currently, I deliberately slow all my characters down to half speed anyway (to the eternal annoyance of people trying to lead me somewhere). I I already agree that this would be better.

Posted
|> Update had unintended bugs that messed with game mechanics.

|> Developer wants to fix unintended bugs in system.


I see no problem. Currently, I deliberately slow all my characters down to half speed anyway (to the eternal annoyance of people trying to lead me somewhere). I I already agree that this would be better.

For clarification's sake, as if I am not mistaken, the current speed at which things run is intentional, not a bug as Nanako almost seems to indicate. It is simply not aligned with her own intent, hence why she was pressed to poll the community.

Posted

I love you to death, Nanako, but I've got to say no. I really love this new speed. It is a huge boon to anyone trying to save lives, wear magboots or avoid the cops. It also strikes me as wonderfully balanced. The chef is now a crucial part of the station. I mean, of all things, adding sprinting made the chef's job useful!


Our walking speed is now the speed everyone was used to. Our running speed is now respectably quick, but requires frequent stops to gobble down food or stop... my... heart... pounding... I'm loving it. I'm absolutely loving it. The old walk speed is now what you get when you're starved to death and trying to crawl along hauling a body.


To go back from a position that seems so perfectly fun and balanced seems ... well, you may not have intended it to be this quick, but I've not seen any problems from it. We're all used to the old run speed, and its the new walk speed. There used to be no need to walk unless you're avoiding wet floors or playing old man. We can still play old man, and the janitor is less annoying now since everyone's default is walking. Lets not slow down play for the sake of immersion if, frankly, my immersion and my play are both better now than they used to be.


Now, if you want to add a slower speed, "Cautious", that lets you move around with a lower chance of jostling a fracture and unable to slip on water or resistant to space wind... You could do that. Maybe it removes your footstep sounds. Maybe intense pain forces you into this slow speed when it might KO you before.


Build on to this glory, Nanako. Why nerf once feature when you can add a second feature.

Posted

According to my understanding the walkspeed is now faster than the old runspeed.

I do not like this and the current walk speed should be reduced to the old runspeed (maximum)


@Nikov. You can already reduce the walkspeed if you want.

Posted
The chef is now a crucial part of the station. I mean, of all things, adding sprinting made the chef's job useful!

I think you've misunderstood. I'm planning on nerfing the walk speed, not the sprinting speed. sprinting will be about as good as it is now


 

Our walking speed is now the speed everyone was used to.

No it isn't, that's why i made this thread.

Our walking speed is presently faster than run speed used to be. the intention was to make it the same. I'd like to nerf it, but not by a great deal


 

Now, if you want to add a slower speed, "Cautious", that lets you move around with a lower chance of jostling a fracture and unable to slip on water or resistant to space wind... You could do that. Maybe it removes your footstep sounds. Maybe intense pain forces you into this slow speed when it might KO you before.

 

this is not exclusive, possibly

Posted

When I say the walking speed is now the speed everyone was used to, I mean we now run how we used to walk. That's the speed we were used to.


The old "walk" speed can be a new "Creep" speed, which players can drop into when they want to be old men or need to cross wet floors with broken legs in zero-gravity without slipping, screaming or flying off into space.


And... characters stuck on the floor in pain grab-intenting nearby floor tiles to crawl their leaking guts down the hallway to medbay would be great too.


I'd keep going forward until we have a full movement system that covers every speed and circumstance we want before we undo what has been nothing but progress from my point of view.


Also of interest to me is how being antag requires careful management of my sprinting, since food and rest is hard to come by as a merc operative.

Posted
When I say the walking speed is now the speed everyone was used to, I mean we now run how we used to walk. That's the speed we were used to.


The old "walk" speed can be a new "Creep" speed, which players can drop into when they want to be old men or need to cross wet floors with broken legs in zero-gravity without slipping, screaming or flying off into space.


And... characters stuck on the floor in pain grab-intenting nearby floor tiles to crawl their leaking guts down the hallway to medbay would be great too.


I'd keep going forward until we have a full movement system that covers every speed and circumstance we want before we undo what has been nothing but progress from my point of view.


Also of interest to me is how being antag requires careful management of my sprinting, since food and rest is hard to come by as a merc operative.

 

The now walk speed is faster then what used to be the run speed.

This is why Nanako suggested to reduce the new base walk speed to what previously was the run speed.


You can already reduce the "now-walk-speed" however you want.

Check IC -> Adjust walk speed.

Posted
When I say the walking speed is now the speed everyone was used to, I mean we now run how we used to walk. That's the speed we were used to.


The old "walk" speed can be a new "Creep" speed, which players can drop into when they want to be old men or need to cross wet floors with broken legs in zero-gravity without slipping, screaming or flying off into space.


And... characters stuck on the floor in pain grab-intenting nearby floor tiles to crawl their leaking guts down the hallway to medbay would be great too.


I'd keep going forward until we have a full movement system that covers every speed and circumstance we want before we undo what has been nothing but progress from my point of view.


Also of interest to me is how being antag requires careful management of my sprinting, since food and rest is hard to come by as a merc operative.

 

walk speed now is faster than run speed.


i do agree on the crawling part tho. i've wanted that for a while.

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