lowercase skye Posted February 8, 2025 Share Posted February 8, 2025 When Woby's sprinting, if you stop moving for even a fraction of a second she IMMEDIATELY snaps back to normal walking speed. This can be intrusive in a lot of situations: - If using WASD to move, there will sometimes be moments where for example you're pressing W, then entirely let it go for just a fraction of a second before pressing A or D. This fraction of a second will cause Woby to stop sprinting and have to build up speed again. - If holding Left Click to move, if you let go of the button and click somewhere else, you'll very briefly go to a complete stand still, causing Woby to stop sprinting and have to build up speed again. - If walking with WASD and you want to switch to clicking to move, like if you want to open the map for example, you'll have to stand still for a very brief moment in order for the click to be registered, causing Woby to stop sprinting and have to build up speed again. Basically, there are many many moments in this game where you "stop moving" for a tiny fraction of a second and then start moving again, but these will always count as standing entirely still by Woby's standards. This sort of thing could also be observed when playing Wilbur in Shipwrecked, and was just as intrusive there. I think adding a small buffer where you can stand still for juuuust a moment without Woby stopping sprinting would improve the general use of the skill and overall player experience as Walter. Link to comment https://forums.kleientertainment.com/forums/topic/163779-woby-sprinting-should-have-a-small-buffer-when-standing-still-for-less-than-a-second/ Share on other sites More sharing options...
Developer V2C Posted February 8, 2025 Developer Share Posted February 8, 2025 This buffer is currently tuned at 0.1 seconds. I want to keep it low, but perhaps it's too low right now? I'd love to hear more feedback on this after people have tried it out a bit more. Link to comment https://forums.kleientertainment.com/forums/topic/163779-woby-sprinting-should-have-a-small-buffer-when-standing-still-for-less-than-a-second/#findComment-1794167 Share on other sites More sharing options...
Y0sH Posted February 8, 2025 Share Posted February 8, 2025 12 minutes ago, lowercase skye said: When Woby's sprinting, if you stop moving for even a fraction of a second she IMMEDIATELY snaps back to normal walking speed. This can be intrusive in a lot of situations: - If using WASD to move, there will sometimes be moments where for example you're pressing W, then entirely let it go for just a fraction of a second before pressing A or D. This fraction of a second will cause Woby to stop sprinting and have to build up speed again. - If holding Left Click to move, if you let go of the button and click somewhere else, you'll very briefly go to a complete stand still, causing Woby to stop sprinting and have to build up speed again. - If walking with WASD and you want to switch to clicking to move, like if you want to open the map for example, you'll have to stand still for a very brief moment in order for the click to be registered, causing Woby to stop sprinting and have to build up speed again. Basically, there are many many moments in this game where you "stop moving" for a tiny fraction of a second and then start moving again, but these will always count as standing entirely still by Woby's standards. This sort of thing could also be observed when playing Wilbur in Shipwrecked, and was just as intrusive there. I think adding a small buffer where you can stand still for juuuust a moment without Woby stopping sprinting would improve the general use of the skill and overall player experience as Walter. Maybe .3-.5 would make it a little better. I've noticed this too and makes the sprint feel a little clunky. Link to comment https://forums.kleientertainment.com/forums/topic/163779-woby-sprinting-should-have-a-small-buffer-when-standing-still-for-less-than-a-second/#findComment-1794171 Share on other sites More sharing options...
Guille6785 Posted February 8, 2025 Share Posted February 8, 2025 agreed Link to comment https://forums.kleientertainment.com/forums/topic/163779-woby-sprinting-should-have-a-small-buffer-when-standing-still-for-less-than-a-second/#findComment-1794180 Share on other sites More sharing options...
-Variant Posted February 8, 2025 Share Posted February 8, 2025 1 hour ago, V2C said: This buffer is currently tuned at 0.1 seconds. I want to keep it low, but perhaps it's too low right now? I'd love to hear more feedback on this after people have tried it out a bit more. Please, please, share it with Wonkey, too. Even Wonkey's buffer seems too small. A bit more leeway would do both of them wonders. Link to comment https://forums.kleientertainment.com/forums/topic/163779-woby-sprinting-should-have-a-small-buffer-when-standing-still-for-less-than-a-second/#findComment-1794258 Share on other sites More sharing options...
Maxil20 Posted February 8, 2025 Share Posted February 8, 2025 1 hour ago, V2C said: This buffer is currently tuned at 0.1 seconds. I want to keep it low, but perhaps it's too low right now? I'd love to hear more feedback on this after people have tried it out a bit more. Given that the tickrate of DST by itself is 15 updates per second without modifying it in forest+cave worlds, it’s pretty realistic to try moving another direction but having said input get stuck in processing and therefore go longer than .1 second, especially when you factor in the client’s latency as well. I think a delay of ~.33-.5 would be able to work better for this? Link to comment https://forums.kleientertainment.com/forums/topic/163779-woby-sprinting-should-have-a-small-buffer-when-standing-still-for-less-than-a-second/#findComment-1794275 Share on other sites More sharing options...
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