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Author Topic: (QOTW 01262010) The Beauty of Speed  (Read 3623 times)
Moll
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« on: January 26, 2010, 06:13:11 AM »

Hey community!

I regret to inform certain forumites that the delay this week was indeed all my fault, and as such it isn't a video. (That said, would anyone mind QOTW on Tuesdays?) Anyway...

This week we present the beauty of speed - running that is.


Q: Will Earthrise feature run speed differentials in and out of combat? Will this equate in some way to being able to "Run Down" or your opponents even if they are running directly away from you (On foot, or on vehicle?) Will those same elements allow you to run away?
 
A: Yes!  When we designed both Exploration and Battle Mode for Earthrise, we made sure that movement speed was one of the defining factors that differentiate players who wield weapon and who don't. Players in Exploration Mode will have faster movement speed than in combat. This allows players who are unable to fight back to run away from their opponents, and in order to catch on those who run away players will have to trade firepower for mobility. Players may also use the full potential of enhanced speed by switching to Exploration Mode in combat in order to turn on Shield regeneration and avoid their opponent's attacks with skilled movement, but a direct hit would do more damage to them due to the lowered resistance of the protective field in that mode. In both modes there will be Abilities that allow for temporary boost of movement speed so the difference between modes can be compensated to a degree by specializing in battlefield movement.

Until next week, this is your fearless, yet slightly sniffling cold-medicine friendly Community Manager reminding you all to bundle up and stay well in this crazy winter chill. In fact, you should probably stay inside and post your thoughts on QOTW. Wink

~ m.
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Kole
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« Reply #1 on: January 26, 2010, 06:19:02 AM »

So to sum up:

    Toggleable speed increase via exploration mode -> can't shoot and take extra damage

    and

    Abilities triggering temporary speed boosts.

Does that mean that there are no passive or constant speed adjustments from skills and abilities? I take it, this means that there is no toggleable spring ability either? Thats last one is a bitter pill.
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Kole
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« Reply #2 on: January 26, 2010, 06:33:09 AM »

Note the word "toggleable". I haven't met a game yet wherein sprintings was implemented as an "ability" which was nothing more a fixed speed modifier for a fixed time with a fixed cooldown. TR, WAR, AION, STO, etc.

What I want is the toggleable style which you find in most FPSs and AoC (as well as Fallen Earth and SWG?) where you toggle on sprint mode and while its toggled it burns through some pool, usually stamina. As long as you have stamina you can sprint and as soon as you detoggle the sprint, you stop sprinting. Being on and off on-demand is so much more convinient and allows much better control of the toon in combat.

when I read:

In both modes there will be Abilities that allow for temporary boost of movement speed

I interprete it to mean the former system, like where we saw the "sprint" ability in the MMORPG.com vids. Hell, that one even had a cast time wherein the character was still to cast it. Thats not my preference at all.

Hopefully with all this talk about the game being more dynamic, that mechanic is gone.
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kayeffem
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« Reply #3 on: January 26, 2010, 06:35:33 AM »

Does that mean that there are no passive or constant speed adjustments from skills and abilities? I take it, this means that there is no toggleable spring ability either? Thats last one is a bitter pill.

There are movement abilities so there may be active and passive options to choose from.  My question would be how fast does it take to switch between the two modes?  If there is a delay it may not be as useful for switching during a battle.  
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Kole
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« Reply #4 on: January 26, 2010, 06:51:54 AM »

Yes it really does suck to be forced to sprint for longer than you want. The fixed cooldown also sucks. It would be like if in EVE your MWD only pulsed on for 15 seconds and took a whole minute to cooldown before you could pulse it again for a fixed 15 seconds. Its not the time constraints that get to me, but the overall lack of control. All decisions basically devolve into "do I trigger it now?".

But isn't exploration-mode basically a sprint-mode then in comparison to combat-mode?

Ya, I guess one could interpret it as such but its still not the toggleable version I want. Instead of unlimited sprinting with additional damage, I want sprinting limited by consumption of some stat pool. Such an ability brings up a whole bunch of tactical decisions: when to trigger it, how long to trigger it for, how long to trigger it off (to let the pool recharge), etc. In many ways its comparible to having ammunition clips and allowing the player to decide when to reload.
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Felix12g
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« Reply #5 on: January 26, 2010, 07:04:16 AM »

100% agree, sprinting should be what you'd find in most FPS games rather than some ability you pop on a cooldown. If they're remodeling this more to a more fluid 3rd person shooter like the last interview said it would be rediculous to have such a dated RPG element stuck in the middle for an FPS movement system.
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Kole
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« Reply #6 on: January 26, 2010, 07:19:08 AM »

Yeah, making it only dependant on your pool of stamina would be cool and gives you full control of it.

It also opens up a bunch of character development options and loadout options. Taking abilities or equipment that boost the size of your pool versus your regeneration rate. Taking tactics that let you burn so much energy in lieu of stamina to sprint. Or modying other abilities to burn energy instead of stamina so that you can save your stamina for sprinting.

It really does open up a lot of possibilities.
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Annxii
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« Reply #7 on: January 26, 2010, 07:30:27 AM »

constant draining of stamina pool during sprint sounds good to me! much better then just a single hit and a fixed amount of seconds of extra boost. I'd sign under kayeffem's concern on how long it takes to switch between the modes though it sounds like kayeffem is concerned there'll be a delay while I'm concerned there won't. If there's no delay then you wouldn't really be able to flee as the attacker could just switch to exploration mode and run side by side with you....but I do seem to remember that it was stated in the recent interview that they'll be a delay between switching modes.

regardless of the actual implementation of the sprint-function then it's not game-breaking to me if it isn't the draining kind. The general idea behind the two modes is a game-winner to me! Smiley
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Kole
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« Reply #8 on: January 26, 2010, 07:47:43 AM »

The definitely said that they'd be a delay between when you switched to exploration mode and when you're regenerations would boost themselves. Putting further delay between when you switched and when your speed was boosted or even between triggering the switch and when the switch takes place just doesn't make sense to me.

Another tenously connection is the old MMORPG.com videos showed switching to battle stance being neigh instantaneous.

None of this means that there won't be a delay, it just means that I'd be pretty suprised if there was a delay.
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Harabeck
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« Reply #9 on: January 26, 2010, 07:52:58 AM »

Quote
Exploration Mode is both a serious advantage and a disadvantage in combat. Players who switch to Exploration Mode will have the Ability to move faster, meaning they will be able to escape from Battle Mode opponents, especially melee attackers. If they manage to escape, the generators in their equipped combat gear will start recovering their Shield, Energy and Stamina pools, so while escaping, players may get the opportunity to recover from combat. While in Exploration Mode, attacks will deal significantly more damage so leaving Battle Mode while in the range of firearm-equipped opponents may be a lethal mistake. Players will be able to switch quickly, although not immediately, from one mode to the other.
http://www.tentonhammer.com/node/79844

So there's the answer to that.
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Kole
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« Reply #10 on: January 26, 2010, 08:15:13 AM »

Good catch Harabeck. Makes me wonder how it would be implemented and how quick is quick.
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R*BOMB
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« Reply #11 on: January 26, 2010, 09:44:40 AM »

Its important that players cannot switch immediately.. otherwise its crysis all over again...

Hey community!

I regret to inform certain forumites that the delay this week was indeed all my fault, and as such it isn't a video. (That said, would anyone mind QOTW on Tuesdays?) Anyway...


I wouldn't mind QOTW on Tuesdays... variety is always nice
« Last Edit: January 26, 2010, 09:47:19 AM by R*BOMB » Logged

Kole
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« Reply #12 on: January 26, 2010, 09:55:55 AM »

Ya, but who's going to mend Felix's broken heart? Cry

He's so traumatized that he hasn't even posted in here yet.
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Felix12g
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« Reply #13 on: January 26, 2010, 10:04:26 AM »

Goes to show the impression I made.   Cry
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Thatim
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« Reply #14 on: January 27, 2010, 01:53:32 AM »

Ya, but who's going to mend Felix's broken heart? Cry

He's so traumatized that he hasn't even posted in here yet.


Akward... Grin
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