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Accepted Movement and Velocity Revision

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Ulti

/observer
Short Description: Unfortunately, thanks to CW which the current framework's movement speed is a disaster and quite faster for a roleplay environment, yet outdated for 2024. Over than 10 years and we are still using the same movement speed which the games we have interacted and experienced within 10+ years have made this movement speed looks and feels funny and faster which unrealistic.

If you ask that why we should change the movement speed, players should think twice before starting a long walking journey from DB-0 to PB-2. A city district supposed to be larger or movements should be slower to make the player have the feeling of the district being larger. Which, hundreds of games are currently using the same movement illusion to make players feel the map is larger than it looks which makes the player spend more time on the travel, giving more chance to interact and inspect other things around the map on their way to go. There will be more additional positive outcomes that is currently unpredictable, from this update as well.

Since the framework has their own options to lower the movement speed, we don't need to add a new Workshop Content.

Movement Speed / Velocity should be lowered by %20 to %30 and to be tested for an entire week and get the feedbacks from the players. Increase and lower the value based on the feedbacks. Listening to the community will be helpful to evaluate finding the most optimal speed and overall velocity.
 

CJ

Lancer
Public Relations
Community Director
i do agree that even walking feels fast for what it is, but that's about it everything else is OK
 

Aspect™

Tinkering Away.
Founder
Developer
I haven't noticed any sliding on my end. Maybe I'm used to it and don't see it, who knows. In any case, based on a poll on Discord, people voted in favor of a speed change, so I'll look into that. I'm unsure if that will fix the "sliding", however.

Accepted!
 

Aspect™

Tinkering Away.
Founder
Developer
This has been implemented, somewhat. The walk speed is now 5 units faster than NPC speed because base NPC speed disabled footsteps. As for the sliding... well, if anything, it's even more noticeable now. The issue must be rooted deep within Clockwork's animation system - something that I cannot afford to spend time investigating at this time.
 
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