I cannot be silent anymore about something that has bothered me greatly since the start of this game 4 years ago.
The player walk speed and the NPC walk speed don't match.
this means when you are walking with an NPC you are either to slow and thus walking behind them, or are forced to run making you faster than the NPC.
I would like to ask that the player walk speed be increased or the NPC walk speed be decreased, so that I may keep pace with my NPC brothern without feeling like a weirdo for running literal circles around them.
Yeah tried walking along/behind the 1st NPC you see in latest featured ep.
You end up walking, jogging, walking, jogging, just to stay within a few meters of them.
are both from the same point of origin? That is, do both characters get their walking instructions from the same computer? Or is the NPC's walk a product of the server, and your walk a product of code on your local computer? If the latter, then I can see that if the sync is off by a tiny bit, so would the walk be.
Indeed, I bound Left CRTL to be WALK, so I just hold that when I want to walk at a normal pace. You can even alternate it to keep pace with NPC and stuff.
The simple reason for their weird walking rate is so that players can catch up to them if they get SQUIRREL!... distracted.
Happens in escort quests throughout all MMOs, the NPCs walk/ride/move slower than the maximum speed of the player.
The alternative is to make them go at the actual walking speed... at which point every other player finds the escort way too slow.
Walking speed, running speed, game design says go with the average. I'm willing to bet that once players know where the NPC is going they just run ahead anyway.
Walking speed, running speed, game design says go with the average. I'm willing to bet that once players know where the NPC is going they just run ahead anyway.
Unfortunately that doesn't always work ... For instance in the mission where you go back in time as a freighter captain, and you have to follow "Captain Whathisname" to Tasha Yar, if you run ahead, he stops and says 'Are you coming/" or some such, so you have to stay just behind him to keep him moving.
The simple reason for their weird walking rate is so that players can catch up to them if they get SQUIRREL!... distracted.
Happens in escort quests throughout all MMOs, the NPCs walk/ride/move slower than the maximum speed of the player.
The alternative is to make them go at the actual walking speed... at which point every other player finds the escort way too slow.
Walking speed, running speed, game design says go with the average. I'm willing to bet that once players know where the NPC is going they just run ahead anyway.
The solution could be as easy as increasing player walk speed to match the NPCs , that way if someone gets... oooh shiny thing... er. . distracted, they can run off, and run back and nothing would be different. As far as I can tell, 99% of players run constantly anyway, and would not be affected, but for those who feel it would be nice to be able to walk alongside their NPC companions without the need to sprint burst every few feet to keep up with them, it would be going from an immersion breaking experience to a more immerse experience.
What NPC's would you need to keep pace with? Your BOffs are going to trail you at any speed you're going, and the random generated crew just pace around everywhere. And NPC's needing guarding you're going to need to keep slightly ahead of them anyway, not keep pace with them.
The only people you would have any business pacing with is other players.
What NPC's would you need to keep pace with? Your BOffs are going to trail you at any speed you're going, and the random generated crew just pace around everywhere. And NPC's needing guarding you're going to need to keep slightly ahead of them anyway, not keep pace with them.
The only people you would have any business pacing with is other players.
not all escort NPCs have anything to shoot at, sometimes you are just walking and talking ( Ex: The opening part of the newest featured episode) i've seen other examples as well but that just happens to be the latest one I could think of.
The change isin't exclusively for the practicality of it, from a roll play / immersion point of view, you should be walking at the same speed as those you are walking beside, whether it is the random security patrols on ESD or a mission NPC, unless it is a serious situation, everyone in the environment would be walking casually, drinking some coffee, looking at a PAD, having a conversation or taking in the scene.
I agree 9999999999999999%
Walk speeds should match between player and NPC. Missions like "A Step Between Stars" and "Temporal Ambassador" would be much easier to become immersed in if you didn't have to micromanage your run/walk speed while you are supposed to be following a NPC around.
There should at the very least be a second walk speed option that allows us to walk at the same clip as the NPCs. It is annoying and frankly the walk speed is a touch too slow anyway.
And it looks weird running everywhere.
I am curious what D'Angelo is going to do with this Spacedock revamp.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
In the Romulan mission 'Mind Game,' there's a point where an NPC is walking extremely slowly...it's almost painful to watch.
I dislike having to alternate between walking/running or eunning/standing still. in the missions where there are walking characters you have to follow. There is a very practical reason for this: on such occasions I will look at the map, or my inventory/reputation to give me something to do..which is harder if I have to watch my movements very carefully.
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...Edit: Wait, I read the post wrong. I thought the /walk 1 speed was the NPC walk speed?
You end up walking, jogging, walking, jogging, just to stay within a few meters of them.
Totally immersion killing.
Exactly. And it seems that a lot of people haven't read the topic poster.
Our walk speed (in STO and CO at least) is slower than the NPC walk/slow jog speed for whatever reason.
Only Cryptic would really know why.
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Happens in escort quests throughout all MMOs, the NPCs walk/ride/move slower than the maximum speed of the player.
The alternative is to make them go at the actual walking speed... at which point every other player finds the escort way too slow.
Walking speed, running speed, game design says go with the average. I'm willing to bet that once players know where the NPC is going they just run ahead anyway.
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Unfortunately that doesn't always work ... For instance in the mission where you go back in time as a freighter captain, and you have to follow "Captain Whathisname" to Tasha Yar, if you run ahead, he stops and says 'Are you coming/" or some such, so you have to stay just behind him to keep him moving.
The solution could be as easy as increasing player walk speed to match the NPCs , that way if someone gets... oooh shiny thing... er. . distracted, they can run off, and run back and nothing would be different. As far as I can tell, 99% of players run constantly anyway, and would not be affected, but for those who feel it would be nice to be able to walk alongside their NPC companions without the need to sprint burst every few feet to keep up with them, it would be going from an immersion breaking experience to a more immerse experience.
The only people you would have any business pacing with is other players.
not all escort NPCs have anything to shoot at, sometimes you are just walking and talking ( Ex: The opening part of the newest featured episode) i've seen other examples as well but that just happens to be the latest one I could think of.
The change isin't exclusively for the practicality of it, from a roll play / immersion point of view, you should be walking at the same speed as those you are walking beside, whether it is the random security patrols on ESD or a mission NPC, unless it is a serious situation, everyone in the environment would be walking casually, drinking some coffee, looking at a PAD, having a conversation or taking in the scene.
Walk speeds should match between player and NPC. Missions like "A Step Between Stars" and "Temporal Ambassador" would be much easier to become immersed in if you didn't have to micromanage your run/walk speed while you are supposed to be following a NPC around.
There should at the very least be a second walk speed option that allows us to walk at the same clip as the NPCs. It is annoying and frankly the walk speed is a touch too slow anyway.
And it looks weird running everywhere.
I am curious what D'Angelo is going to do with this Spacedock revamp.
I dislike having to alternate between walking/running or eunning/standing still. in the missions where there are walking characters you have to follow. There is a very practical reason for this: on such occasions I will look at the map, or my inventory/reputation to give me something to do..which is harder if I have to watch my movements very carefully.