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Walking and Sprinting?

10 replies [Last post]
Thu, 10/27/2011 - 19:17
Wolfkerl's picture
Wolfkerl

The ability to hold a button or toggle a function to change the player's movement speed to walking or sprinting, the current speed being the middle, I think would greatly increase the game play and add a level of skill. Walking should only be available in Haven, but the addition of sprinting would allow players to catch up to other players and run away or toward enemies, for instance with sprinting you could run out of the reach of the big wolver's attacks. There would have to be a time limit to how long you could sprint, like in Lockdown. You could also get trinkets that would increase your sprint time, and if you are wearing heavy armor you'd lose the ability to sprint altogether, or lose a large amount of sprint time.

There is already a thread for sprinting of sorts but it is more like charging than sprinting. http://forums.spiralknights.com/en/node/17258

Thu, 10/27/2011 - 19:24
#1
Marazo's picture
Marazo
yes, but not as long or fast

yes, but not as long or fast as lock down

Thu, 10/27/2011 - 20:32
#2
Starlinvf's picture
Starlinvf
But isn't it kind of the

But isn't it kind of the point to NOT blindly run directly into danger because it'll get you killed? Being able to quickly evade attacks takes a lot of danger out of combat... a lot.

Thu, 10/27/2011 - 20:52
#3
Nodocchi's picture
Nodocchi
Make so there are benefits

Make so there are benefits and costs, like making sprinting have a bit of start up time where your knight is picking up speed and have the knight take a bit of time to come to a stop after sprinting as well. It goes without saying that the knight would not be able to block during any of this.

Fri, 10/28/2011 - 13:32
#4
Wolfkerl's picture
Wolfkerl
@ Stralinvf

The game doesn't need to be set up to protect a player from there own stupidity. (And shouldn't be!) If a player wants to run blindly to their death, let them, people already do so anyway. It would have to be tested to find the right amount of speed and time so it isn't to powerful, of course, there would be limiters on it.

Fri, 10/28/2011 - 22:12
#5
Starlinvf's picture
Starlinvf
If you need an example, just

If you need an example, just look at the application of the Striker class in Lockdown. They have godly evasion capabilities that can only be offset by anticipating they're movements. Players can make those calculations and even compensate for latency, but the monster AI isn't nearly powerful enough to do that, not to mention the 1 second attack projection.

Another good example would be a mecha knight trying to fight a wolver. As a combat mechanic, its a major game changer.

Sat, 10/29/2011 - 11:24
#6
Wolfkerl's picture
Wolfkerl
@ Starlinvf

As I said before, it would have to be immensely limited, probably about 1/5 as powerful as the Striker ability, and would only last for about 2 seconds or so. And you wouldn't be able to shield or attack with it on, and you might even move slower after you finish, kinda like being stunned.

It may be impossible with the current mechanics, but hey maybe in the future!

Sat, 10/29/2011 - 23:08
#7
Starlinvf's picture
Starlinvf
The point being, you don't

The point being, you don't need it to last long... just long enough to move away. If not coupled with a ridiculously long recharge time, I could literally evade attacks all day until I make a mistake. Monster AI wouldn't stand a chance against that.

Mon, 10/31/2011 - 04:39
#8
Kentard's picture
Kentard
Here's the Problem.

As Starlinvf said, when this skill is in the hands of adept players, they're virtually untouchable in combat.
Unless you're also suggesting changes to the monsters' AIs (which would be ludicrously difficult to implement) or giving them more powerful skills that are harder to evade, or even things like giving Mecha Knights a sprinting ability so they can match up to you, you're essentially making the game way too easy.
Needless to say, either you make the game easier or you can change other aspects of the game, hence ramping up the learning curve significantly. And the latter is particularly hard to implement because that means you change everything - from Gun Puppies to Snarbolax etc.

Sun, 02/17/2013 - 09:26
#9
Arturius-Pendragon
just a question

how do you use the special abilities in lockdown? i'm a new player, so i dont know everything yet...

Sun, 02/17/2013 - 09:41
#10
Klipik's picture
Klipik
press your shield key.

How about we keep the current speed as "running", and just add a toggle-able /walk command?

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