running

Ask questions, share hints or chat in general about Eschalon: Book I.
Post Reply

Do you want running now?

Poll ended at December 15th, 2007, 4:38 pm

yes NOW!
11
37%
yes but no hurry
7
23%
no
12
40%
 
Total votes: 30

dak
Marshall
Posts: 100
Joined: November 20th, 2007, 9:49 am

running

Post by dak »

I miss it so much, I am woundering when it is cooming? so I decided to make a poll so we can see how many people wants this as fast as possible!
Loriac
Senior Steward
Posts: 97
Joined: November 19th, 2007, 8:06 pm

Post by Loriac »

I voted no.

Running could really affect game balance if not careful; I imagine that archer and mage characters in the game have been balanced based on 1 square per move. Changing this, e.g. allowing melee to charge archers and casters, is likely to cause problems for ranged characters as mobs charge them. If only the player is allowed to run, first of all why? and second this may power-up melee types.

Instead, perhaps there should be more automatic travel points to reduce the time it takes to travel overland. However, I have to say that I don't find travel times in this game too bad at all.
User avatar
BasiliskWrangler
Site Admin
Posts: 3833
Joined: July 6th, 2006, 10:31 am
Location: The Grid
Contact:

Post by BasiliskWrangler »

I voted no. Too much reworking of the engine for such a small feature. I'd rather put the work into Book II's engine. :wink:
dak
Marshall
Posts: 100
Joined: November 20th, 2007, 9:49 am

Post by dak »

I thought running would just be exactly the same, as walking, except that each turn passes much quicker, sometimes I found myself deep within a dungeon or other place, and I just want to get back. I am assuming the coding is just like sleep(10000) between each walking animation or turn... the work to add it so you can make it pass faster would just be sleep(1000) instead or some such??
Jaesun
Senior Steward
Posts: 95
Joined: November 20th, 2007, 8:06 pm

Post by Jaesun »

Voted no. I can wait until Book II. :D
User avatar
Saxon1974
Officer [Platinum Rank]
Officer [Platinum Rank]
Posts: 668
Joined: August 24th, 2006, 10:42 pm

Post by Saxon1974 »

Voted no as well, and its not enough a factor to me to have it for book I, would be nice for book II.

I hope it is added were your run speed is determined by your stamina\endurance\speed combo and maybe make it burn endurance when running. Might be tricky if it makes it too easy to run away from fights though, so would have to be balanced well.
mortification8
Fellowcraft Apprentice
Posts: 45
Joined: November 23rd, 2007, 1:51 pm
Contact:

Post by mortification8 »

Book 1 Patch ideas:
-----------------------
We need another poll option, qualified yes. Just speed up the walk animation rate is what 99% of people really want. Perhaps a slider that allows you to adjust the walk animation rate so later in the game when all
the monsters are cleared out you can get around faster. No actual playbalance is affected.

Book 2 Ideas:
-----------------
The more complex option would be to actually allow double-speed movement whenever you are eligible to rest (i. e. when no monsters are nearby). This doesn't screw up playbalance and actually ecnompasses an interesting gameplay option. Plus, the detection of nearby enemies is already coded in for resting.

To take it a step further, you could tie it to the Survival skill, so that (Run Speed) = (Walk Speed) + 0.1*(Survival)*(Walk Speed) or something like that.

e. g.

Code: Select all

Survival  | Run Speed (multiple of Walk)
-----------------------------------------
1         |     1.1
2         |     1.2
...       |     ...
5         |     1.5
10        |     2
15        |     2.5 (!)
That would make Survival more interesting and worth putting points into.

Alternately you could make a "Running/Swimming/Climbing/Forestry)" skill which allows running, movement through deeper (but not all) water (at 0.75 walking speed), movement through some types of dense trees (at 0.5 walking speed), movement through some types of rocks (at 0.25 walking speed). Although to me, this just sounds like "Survival". The Ultima games had something like this; some of the movement types even required items (grappling hook for climbing, etc.).

Or, tie run speed to the Speed statistic directly, although this is a bit unbalanced in favor of melee characters.

My $0.02.
This space intentionally left blank.
ecliptic
Pledge
Posts: 4
Joined: November 20th, 2007, 10:21 pm

Post by ecliptic »

An option to adjust the walking animation speed would be quite nice, nothing else needs to be affected. Ridiculous as it may seem, this could be a deal-breaker for me after playing through some of the demo. My ADD is rather unforgiving in such matters.
dak
Marshall
Posts: 100
Joined: November 20th, 2007, 9:49 am

Post by dak »

GAwd I should think more before I make these polls, I also just want a speed up of the walking animation, or being able to walk faster without it to affect gameplay :( Unfortunately polls cannot be edited. With running I just thought the character walking faster without affecting gameplay in anyway way! Since it can become really painful to get around as such a slow speed sometimes!
User avatar
GSV3MiaC
Senior Council Member
Posts: 248
Joined: June 14th, 2007, 2:57 pm

Post by GSV3MiaC »

That was my interpretation of running too. I have a umpteen Ghz multi core multi Gbyte PC and stuff happens like it's happening in molasses. I just want a 'speed' button so when I 'autowalk left' I can do it at max frame rate my PC can generate, not a slowed down 5-frames-a-fortnight.**

Yes, all monsters get same speed boost. Yes, I way walk into needle bushes before seeing them .. such is life. 8>.

** I assume it IS slowed down?? If not, there is some code optimisation to be done ..
Post Reply