running
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.
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.
- BasiliskWrangler
- Site Admin
- Posts: 3833
- Joined: July 6th, 2006, 10:31 am
- Location: The Grid
- Contact:
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??
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.
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.
-
- Fellowcraft Apprentice
- Posts: 45
- Joined: November 23rd, 2007, 1:51 pm
- Contact:
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.
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.
-----------------------
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 (!)
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.
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!

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 ..
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 ..