Poll
Question:
In Ravinale, do you walk or run with Duvalier?
Option 1: I walk around, there is no hurry.
Option 2: I run around, as it takes ages to get from one place to another.
Option 3: It depends...
When you are on the map, honestly, the characters are so slow its painful. Increasing the speed you can move on the map would make the game much better.
Less mobility requires more strategy. If you make the charcter faster, then it will make the game easier; not better.
I think they already are fast enough (at least the good ones).
Quote from: BasiliskKnight on July 18, 2010, 07:43:21 PM
When you are on the map
What does "the map" refer to? Do you mean walking around, or in battle?
I mean when you are walking around, not in battle...they walk around too slow, it takes forever to get from one place to another. if they walked faster you could go from one place to another without taking a nap in between.
Yes, I agree with him: I'd wouldn't hurt to implement something (like caps lock, for example) that could replace constantly pressing Shift to run. (@BasiliskKnight You realize you can press Shift to run, right?)
yea but you should walk faster anyway...ive never seen anyone walk that slow in real life
Being able to move faster than running, I disagree with... but being able to constantly run without pressing
Shift is a good idea.
If they move any faster, then I would have to lower my quality(old computer).
I have suggested that on the old forums back with TRPG2 in the making, and I do stand by that point as well- maybe not the NPCs, but certainly the Main should have "running" as his standard mode, and "walking" as his "shift" mode- that would make it so much more useful (e.g. for the very few places in the Crypts where one has to be careful in walking around), as Ravinale is huge, and getting from one place to another takes ages- I never walk, I always use shift, and that can be kind of annoying.
So, I am strongly for either adding an even faster walking method, or swapping around what shift does when you walk.
Is it because you are americans that you always hurry? With slower character movement, it becomes more realistic, and you get more time to enjoy the atmosphere. It´s perfectly good as it is.
Hey, I agree with them, and I'm not American!
Quote from: Dorgon 5000 on July 22, 2010, 09:24:17 AM
Is it because you are americans that you always hurry?
Stereotyping is inappropriate.
Quote from: KZ on July 22, 2010, 07:58:33 AM
[...]
So, I am strongly for either adding an even faster walking method, or swapping around what shift does when you walk.
I agree.
And this has been a recurring suggestion.
Nevertheless, lowering the visual quality speeds up the game a bit.
Quote from: im2smart4u on July 22, 2010, 04:42:01 PM
Quote from: Dorgon 5000 on July 22, 2010, 09:24:17 AM
Is it because you are americans that you always hurry?
Stereotyping is inappropriate.
Take it easy, it was just a joke.
Good, seems many are for the idea.
And given how much attention to detail Craig pays, I would rather have high quality and high speed.
Given the size of Ravinale, and the fact that it might grow bigger (same with Somnus), I think this would become an even bigger problem. I certainly would think this to be a pretty high priority suggestion due to the fact that it could save folks a lot of gaming time (literally, quite a few minutes for every hour played) and rather than getting annoyed at the need to transport between the locations, I'd rather enjoy the actual plot-related content. And since already some realism has been sacrificed for placing random chests (personally, I don't like that), I don't think speeding up the player, or swapping what the shifted and non-shifted walking functions do would do that much harm.
Well then, I think we're all in agreement. (Most of us)
I just hope Craig notices it.
Swapping would be good. It takes forever to get around. But detail is more important.
Judging on the poll stats, methinks it's worth to bring this topic back to light- I am sure that if 4/5 people think the movement is too slow, it's something worth doing about, especially since TSoG is going to be a long game, and because Ravinale is so large and, lately, also because Craig encourages players to explore, which will take up even more of their time. I think if we're really going for a highly positive experience, we get all the little and big things right.
At the very least what can be done is switching the use of Shift from Run to Walk- as I cannot recall a single time in Ravinale when I wasn't running anywhere. Practically no one walks- why should people keep holding down an extra button all the time- new players will find it irritating and, hence, might not rate the game as favourably or recommend it as positively to others.
I agree. Just to satisfy everybody, can it be made so that you can choose if running or walking was the default? It was a nice feature in Final Fantasy. A small increase on running speed would also be nice.
Quote from: MikeW781 on August 31, 2010, 08:32:31 PM
I agree. Just to satisfy everybody, can it be made so that you can choose if running or walking was the default? It was a nice feature in Final Fantasy. A small increase on running speed would also be nice.
I totally agree. All who are opposed, speak now or forever be silent.
Quote from: MikeW781 on August 31, 2010, 08:32:31 PM
I agree. Just to satisfy everybody, can it be made so that you can choose if running or walking was the default? It was a nice feature in Final Fantasy. A small increase on running speed would also be nice.
A running default would be a pain in the Crypts. It would require one to hold shift, so one doesn't run into a trap. Is this issue really important enough for Craig to stop creating his story, so he can spend time to make it where you don't have to hold down shift to run?
Quote from: im2smart4u on September 01, 2010, 10:21:54 AM
Quote from: MikeW781 on August 31, 2010, 08:32:31 PM
I agree. Just to satisfy everybody, can it be made so that you can choose if running or walking was the default? It was a nice feature in Final Fantasy. A small increase on running speed would also be nice.
A running default would be a pain in the Crypts. It would require one to hold shift, so one doesn't run into a trap. Is this issue really important enough for Craig to stop creating his story, so he can spend time to make it where you don't have to hold down shift to run?
I think he meant whether you could toggle if Shift makes you run or walk.
I think it is important enough, im2smart4u- check the % of those who run, instead of walk in the game. Given that this is supposed to be a long project with many hours of game play, the amount of time spent moving from one place to another will really start to accumuate. And from experience and speaking to others who play exploration games, most agree that it can be a pain in the back and can, on occaison force people to drop the game for a while- just the sheer annoyance at the fact that someone forgot to talk to someone else on the other side of town and it will take a minute to get there- if enough of those build up, at least part of the gaming experience will be affected in a negative way. At the very least swapping what shift does with respect to running or walking will make it all much easier- plus, the Crypts are really the only place where you need walk as your running default, and even at that, I only need walk in one place in Crypt 1, so there is a lot of incentive to change those to arround, or have the option to choose which one is the default.
So you do find the issue important enough for Craig to make it a bigger priority then continueing the story?
I find this issue important enough to be included and dealt with before TSoG is released- people complained about this issue in TRPG2 as well. And given how much effort Craig put into this game, and how much user feedback he acted upon, I'd rather not see such a "minor" thing spoil the gaming experience for a proportion of players.
I agree with KZ. Either shift should toggle movement, instead of needing to hold it, or you should be able to set running as the default movement. Take FFX111 as an example. Its a great game, with fun gameplay, wonderful graphics, and a fun storyline. But after crossing the giant plains that you are at in Chapter 11, I put my game down and haven't played since
I also agree with KZ on this one. Although, why not instead of holding down sift to walk we have a button in the menu that lets us decide wiether we want to want or run. The Button could be interchangable. Also, I don't think it would be too much of a hassell to change.
Another option would be that pressing the Shift button switches from running to walking (Vice Versa). This would eliminate the holdign of the sift button.
Everybody Wins! Yay!
Seeing as it seems that everyone, save im2smart4u, agrees on the idea, I'll make this topic a sticky for now, so as to ensure Craig notices it and, hopefully, has the time to do something about this.
Ah! Just noticed this. I've whipped up some new code in the past 15 minutes that should so the trick. It'll take some more time to properly implement and update the in-game menus and such, but since this is such a popular (and relatively painless) request, I see no reason not to implement it.
May I be the first to say, Woot!!! So are you making it an option in the menu, or are you just switching the run with the walk?
See for yourself. ;)
Topic un-stickied.
YAY!!!! Should this topic be locked now?
Yes, this should there is nothing more to discuss then again maybe not because there may be issues relating to this that have not yet surfaced.