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Sprinting function

20 replies [Last post]
Fri, 07/22/2011 - 13:22
Ghret's picture
Ghret

'Enemy Effects:
+50% Increased Projectile Speed
+30% Enemy Movement Speed - this includes when enemies spawn
+100% Damage Taken from a Sprinting Attack
Construct Effects: Touching a player during a Sprint Stuns them.

Player Effects:
Sprinting Attacks - (Maybe even a Sprinting Charge - if you are Sprinting - you do more damage with a swing/charged swing. Guns/Swords would have reduced accuracy/radius, maybe bombs could roll? You'd have to stop sprinting after you touch the Attack button, obviously.)
+100% Damage Taken when you are Sprinting
+150% Status Infliction during Sprint (making getting hit more punishable. By this I mean at the time of getting hit - not when you have, let's say, 5 seconds of Shock left, it won't add up to 7.5 seconds)
Shield only protects front of you during Sprint (same as above)
+30% Speed Boost during Sprint
5 Second Sprint (Maybe even disable sprinting with the Ancient Armor)
15 Second Cooldown - spam prevention, and no one sprints forever (...and no cooldown if you are using Quicksilver Series Armor(?)).
Limited Turning during a Sprint (5 Degrees a second. If you've played Team Fortress 2 and used the Chargin' Targe for the Demoman - it's more or less the same thing)
Shield Bashing while Sprinting causes further knockback
Sprinting into a solid surface or a Construct causes Stun to yourself
No Sprint during Status Ailments (or maybe an increased Cooldown)
Shielding while Sprinting does not shield against Status Ailments

Just a suggestion.'

OP was 'MikalMirkas'

=======================
What this post is suggesting is that there should be a sprint button which allows you to do that which is written above. Please provide positive criticism, don't just shot it down with a 'no'; say why it is a no.

---------------------------------------------------------------------------Revised Edition-----------------------------------------------------------------------------
-No effects on the enemy

-Leaves coloured streak behind player when used, only applicable on high-end setting (aesthetic effect, not really needed)
-No attacks, other than transferring the health of your shield into damage and breaking it, when charging into monsters
-All contact with a monster causes Stun. No exceptions
-If charging into a monster with a broken shield, the monster suffers no damage and you suffer the amount of damage (to be decided by SK)
-Upon charging into a wall or other enviomental object the player stops (perhaps rebounded back a little (look up prone on the stun gun)) and takes damage from that object + any applicable stasus effects i.e fire traps (fire), ice traps (freeze), acid traps (poison), lightning traps (shock), everything else is stun + damage (unless specified otherwise)
-5 second speed boost (may be augmented higher/lower with trinkets)
-25 seconds cooldown time (will never augmented by anything.Ever. No exceptions)
-Limited turning = 3 degrees per sec'
-Shield automatically comes up (even if broken)
-Any Staus effects stop you from using the charge (even if you are in the middle of one (programming could be used with the charging into wall/trap idea)) but do not stop the cooldown from ocurring (may become a bug)
-Any things which would be picked up normally, are picked up i.e heat, crowns vials (but you cannot interact with the vials in anyway. no exception) (may become a bug)

This 'revised edition' talors the charge as an option for players who wish to get through a long corridor quickly, or run away from a fight/ run through it very quickly (if it is not required). This would NOT let players skip the spike traps, since they would would, usually, go over one, and then get screwed over as they run striaght into the one which has just activated right in front of them.

Thu, 07/28/2011 - 16:52
#1
Varja's picture
Varja
+1

+1

Thu, 07/28/2011 - 17:11
#2
Psychorazer
Yep

You can never have too much speed. Xtra run speed time would definitely help. Of course there will be repercussions, but when you gotta run, you just gotta run.

Thu, 07/28/2011 - 19:35
#3
Bonta_Kun
Legacy Username
I agree

I really like this sprint idea.

Sometime you have got to hurry but your character is just jogging. If there is a sprint button, it should be "Shift" I think it should be this button because I am so used to that button on other FPS games.

+ OVER 9000!!!!!!!!!!!!!!!
:3

Fri, 07/29/2011 - 04:20
#4
Effrul's picture
Effrul
I dunno

This'd require repositioning of a nontrivial proportion of the game's spike traps, many of which are there as timing challenges. Think of the number of times you've come across an L-shaped corridor with alternate-square spike traps, or corridor segments with Gun Puppies positioned so that you need to risk the spikes to melee them, or even the odd section that's just a long-ass spike trap that you can only just make at current speed; a sprint ability would make these much, much easier, in some cases virtually negating their threat altogether. Also remember that enemy movement, Gun Puppy tracking speed, and even projectile velocity are likely calibrated to player movement speed, too. I know you suggested adjusting enemy movement speed when players are sprinting, but where does this leave the rest of the party? What if one guy decides to go for a run and suddenly the other three are surrounded by mobs who've just ramped up their speed by a third?

I like the idea of the shield-bash charge, and the slight damage boost thing is intriguing, but I think the duration of any such effect would have to be massively reduced, like one second or possibly even less; make it akin to a short, brutal shoulder barge, rather than a sprint or charge. Perhaps have an extremely short-range shield-bash move that dealt considerably increased knockback at the cost of shield strength - the knockback could be sufficient to have time to charge an attack, but the initial impact would do an enormous amount of damage to your shield, preventing players from spamming the maneuver by causing shield breakage.

So I like the suggested combat applications, but so many things are tied to the Knight's standard movement speed that I'd be very surprised if it's made variable.

Sat, 07/30/2011 - 17:39
#5
Koffin-Kat's picture
Koffin-Kat
Probably not...

I too think that the "sprint idea" isn't very good.
Well, it sure sounds like a good idea, but it would totaly mess with the game mechanics, making it either more easy or... well, a mess. It would also probably be very difficult to implement, causing more lags, gliches and bugs.

So I think I disagree.

Sat, 07/30/2011 - 19:56
#6
Ghret's picture
Ghret
Ok, how about the speed bost

Ok, how about the speed bost lasting for only 5 seconds with a recharge/cooldown of 15 seconds. the small time frame for the boost would (hopefully) stop the lag problem, and making you immeadiately stop and take stun would (probably) help with doing away with the glitches and bugs. As for problems with puzzles, how about if you take a massive amount of damage, and immeadiately stop with stun? Also, when you use the sprint you can't turn it off. Therfore, you have to plan in advance when you use it . And any contact with monsters during the sprint stuns them and you. And to further stop any bugs/glitches, you can only sprint when there is a square of clear ground ahead of you.

P.S. Actually, you know what? I'm just going to make a 'revised' edition of my original post.

Sat, 07/30/2011 - 20:24
#7
Soulstaker's picture
Soulstaker
-1 and +1

How about just like call of duty?you can sprint until your energy runs out and recharge it for like 20 secs.but you could get more vulnderable

Sat, 07/30/2011 - 20:48
#8
Ghret's picture
Ghret
I think the vulnerability is

I think the vulnerability is covered in my revised edition of my original post.

Sun, 07/31/2011 - 03:08
#9
Psychorazer
Hmmmmm.............

Perhaps...

I think shielding is definitely off for sprinting. Stun on contact...less desirable. There are plenty of things you could run into if you are trying to get away. Stop sprint should cut speed by 25% for a period of time. Sprint itself an extra 50% speed boost. In-sprint leaves your defence cut by a...30% margin? Can't have all benefits. Only forward melee attack during sprint, and it stops your sprint after you use it. Sprint can be stopped at any time. There should be a sprint stamina bar somewhere, limiting the use of sprint with indication. Attack power is cut while sprint stamina is below 20% (You're tired from running).

I'll post more ideas later. I'm an Impromptu type thinker.

Sun, 07/31/2011 - 16:36
#10
Bigfootm's picture
Bigfootm
+1

You cab just sprint for a certain time or soloing would be way to easy against Gteavers.

Tue, 08/02/2011 - 02:01
#11
Bonta_Kun
Legacy Username
+1

I am still up for this idea. I agree with Gerryw173 just maybe not that long........

Mon, 08/15/2011 - 04:16
#12
Psychorazer
Too hard to run from greavers...

Not like running from greavers is an option but this could help. Plus the idea is good enough, we just need to refine it more to plausibility.

Now anyone have any objective POV comments?

Mon, 08/15/2011 - 15:09
#13
Tuhui's picture
Tuhui
Aren't we always running? I

Aren't we always running? I suppose we could go faster but why not be slowed down after the speed boost to compensate for using extra energy?

Mon, 08/15/2011 - 18:25
#14
Kjtk
sprinting would be cool....

well one armor take away your "jog" speed (the name of it slipped from me at the moment) but there isnt any armor that upgrades your speed :/ so a rnning would b cool to me i wouldnt know how u can make it so u can use it from a limited time maybe like deadfrontier you hold shift for a moment and your energ slowly drains till u cant run anymore before it recharges.... BUT think about the traps in the game that might be bad for some people that are running alot and lag....

Tue, 08/16/2011 - 06:24
#15
Duke_Nukem
Legacy Username
We already have

We already have sprint.
Mercurial Helm + Armour

Wed, 08/17/2011 - 07:15
#16
Duke_Nukem
Legacy Username
Relax, cupcake, it was a

Relax, cupcake, it was a joke.

Wed, 08/17/2011 - 07:24
#17
Nosonator
Legacy Username
I do not think Sprint belongs

I do not think Sprint belongs in this game. Dungeons are sweet, short, and to the point at the moment, there would be no need for a sprint function.

I could see it only being implemented in the game through some sort of PvP Capture the Flag, but in regular dungeons? It wouldn't last.

Wed, 08/17/2011 - 15:36
#18
Ghret's picture
Ghret
This was just a suggestion,

This was just a suggestion, but... if it can't find a place in normal dungeons
...
...
How about, as Nosonator suggested, in PvP? As some sort of special ability for either being awesome? Or sucking so bad?

Thu, 08/18/2011 - 01:34
#19
Psychorazer
yeah...

Well Nos...sometimes you're low on health cuz maybe you brought the wrong weapons or something, but either way, you need to get the *%@$ out of there, and you realize that you're surrounded by a giant mob, greavers inclusive, and simultaneously realize you are screwed. The point of the sprint function is to let you get out of there and regroup, at the risk of extra damage or getting even MORE screwed.

Fri, 10/28/2011 - 14:53
#20
Ghret's picture
Ghret
Just realized the Striker ability in in Lockdown

Chances are that its just a coincidence, but, a man can dream can he not?

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