Walk Button.


Ad Astra

 

Posted

This is an RP biased request but a walk button would help facilitate more genuine RP situations and give character interaction a more natural feel. There's nothing more bizzare than asking someone to come have a chat or "follow me to here."and then having me suddenly jog to that destination and then watch them spin and circles, figure out where the hell I went then jog after me...


 

Posted

Yeah, as much as running every single place you go making your "tough guy" look like an idiot when he only needed to "walk" a couple yards irritates some of us, BaBs did say something about it being a hell of alot more difficult and time consuming to implement than one would think.


 

Posted

[ QUOTE ]
Yeah, as much as running every single place you go making your "tough guy" look like an idiot when he only needed to "walk" a couple yards irritates some of us, BaBs did say something about it being a hell of alot more difficult and time consuming to implement than one would think.

[/ QUOTE ]

it's a-kin to brawl. Though brawl needed a different animation for-every-single-powerset, the walking would need a new animation for every-single-bodyvariable. Though the animation work is what put shields off so long, and they've been cracking at that hard and it works nice now. So hopefully it will be more plausible in the future. It, hoever would need some thematic benefits. Walking, self -speed(unresistable), self +res(slows), self +stealth( minor stealth bonus)?



Celtech Main Site
My DA Profile

 

Posted

Oh I'm aware of the effort it takes. It would call for all new walking animations. Just throwing it out there since the game has bountiful roleplaying tools/animations and origins...why not throw walking in there too? Superheroes, I'm sure, don't run constantly do they? Unless they all have "super stamina" >_>. You'd be able to spot any superhero on his day job for sure. "Why are half our employees running all the time?"

"I dunno bill. I wish I had whatever they had for breakfast >_>"


 

Posted

I'm all for it. I mean /signed
We're just arguing plausibility here. Unfortunately us suggestion-forumers have grown pessimistic to changes over the years, heh :P



Celtech Main Site
My DA Profile

 

Posted

It'd require more than just walking animations. What'd happen if you were 'walking' and you got hit with Speed Boost? Siphon Speed? Were standing on Caltrops? Had Granite+Rooted activated? Super Jump? Intertial Reduction?

BaBs doesn't want to have you running at super speeds while using the walking animation, nor walking while slowed to the point where you're practically just standing in place. There's a lot of issues that made BaB say it's not so simple as just making new animations.


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

I'ld rather walk over caltrops then Slo-mo runningman over them. But that's just me . . . And it would act as it's own power, no? kinda like you can't have fly and hover on at the same time. Though ya. Going through and putting new animation variables in would be... a hastle... as this system wasn't designed to flexible.



Celtech Main Site
My DA Profile

 

Posted

It seems like requests to just "walk" has been around since the beginning of CoH, and renewed every couple of weeks or so. But for some reason, it's kinda like asking Mircrosoft to separate Internet Explorer from Windows...it just can't be done.


 

Posted

[ QUOTE ]
It seems like requests to just "walk" has been around since the beginning of CoH, and renewed every couple of weeks or so. But for some reason, it's kinda like asking Mircrosoft to separate Internet Explorer from Windows...it just WON'T be done.

[/ QUOTE ]

Fixed that for ya.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

[ QUOTE ]
it's a-kin to brawl. Though brawl needed a different animation for-every-single-powerset, the walking would need a new animation for every-single-bodyvariable. Though the animation work is what put shields off so long, and they've been cracking at that hard and it works nice now. So hopefully it will be more plausible in the future. It, hoever would need some thematic benefits. Walking, self -speed(unresistable), self +res(slows), self +stealth( minor stealth bonus)?

[/ QUOTE ]

Not quite Brawl only needs a different animation for every possible activation sequence, and there is one for every weapon (every weapon ID, in fact, as even identical weapons can cause redraw). As per BABs recently, Brawl is the only power in the game which is coded to ignore activation sequence and just assume whatever sequence was currently in effect, using whatever animation was given to it.

Walking has several problems that I've heard from red names over the years. The most obvious one is animation. There is only ONE SINGLE walking animation, and that's the walk forward you see when someone does it. There are no animations for walking to the side or backwards, for instance, as well as no animations for switching to and from all stances, such as neutral, ready, combat and so forth. There appear to be a good many of those.

Secondly, speed changes are a factor. I've heard it said, and I think it was either Castle or BABs that said it, that ensuring players moved at a set speed and were immune to speed buffs and debuffs from any source was very, very hard. "Impossible" is the word I remember being used, but it was a long time ago so I could be misremembering.

There's also the fact that most flapping things, like capes, trenchcoats, the wedding veil and so on are animated for running. If you look at the Issue Whatever movie about trenchcoats and wings, you'll notice the trenchcoat guy walking, and yet his coat tail flaps like he's sprinting downhill. It's a little-known and hard to believe fact, but all cape systems are animated and not calculated in real time using some kind of physics engine. Different animations are keyed to different triggers and "procedurally" (developers of other games LOVE using that word) put together to form fluent-looking animations. It's done very well, so the seams are hard to spot, but if you look carefully, you'll notice there are PLENTY of instances where your cape just "snaps" to the other side without animating anything inbetween, or in some more apparent cases, your coat tail snaps forward and clips through your midsection. There is a concern with those, as well.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

I had a mini-rant about this during my HeroCon panel presentation. I think my exact phrasing went like...

"Walking? You can't do that! We're heroes! We can throw BUILDINGS! But we can't WALK from one side of a street to another?! WHY?!"

Michelle
aka
Samuraiko/Dark_Respite


Dark_Respite's Farewell Video: "One Last Day"
THE COURSE OF SUPERHERO ROMANCE CONTINUES!
Book I: A Tale of Nerd Flirting! ~*~ Book II: Courtship and Crime Fighting - Chap Nine live!
MA Arcs - 3430: Hell Hath No Fury / 3515: Positron Gets Some / 6600: Dyne of the Times / 351572: For All the Wrong Reasons
378944: Too Clever by Half / 459581: Kill or Cure / 551680: Clerical Errors (NEW!)

 

Posted

Hate to say it because I tend to agree with you. I certainly feel a little silly when I decide to go to Pocket D to hang out or where ever and everytime I move I am in a race. However this has been an issue that has been discussed and suggested time and time again and unfortunately with the mechanics involved I just don't think it will happen.

Of course there are other things that DO seem a bit odd in the game (and I have NO desire to see change). My AR Blaster can stand and fire at a small mob and wipe them out. A few feet, yards, whatever from that mob is another that are obviously out of aggro range so while they are in the same hallway and practically touching the mob I'm attacking they ignore me. I am firing a machine gun and using grenades.. What are they all deaf? Shhhhh don't tell the Devs last thing my squishy Blaster needs is 3 more minions attacking cause they heard my gun!


�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon

 

Posted

[ QUOTE ]
It'd require more than just walking animations. What'd happen if you were 'walking' and you got hit with Speed Boost? Siphon Speed? Were standing on Caltrops? Had Granite+Rooted activated? Super Jump? Intertial Reduction?

BaBs doesn't want to have you running at super speeds while using the walking animation, nor walking while slowed to the point where you're practically just standing in place. There's a lot of issues that made BaB say it's not so simple as just making new animations.

[/ QUOTE ]

To add walking into the game we're looking at anywhere from 15 to 75 animations. That would get us a single 'style' of walking for the male, female, and huge player models. Doubtful that we'd ever be able to create a single walk animation that would make everyone happy...based on the mixed feedback about flight poses and the new hover animations.

We're not opposed to adding walking into the game...it's just really hard to prioritize it over so many other things that require animation time.


 

Posted

Oh Dang! *hurried attempt to erase comment about mobs not HEARING weapons fire ten feet from where they stand* Sure I make a post and the VERY next poster is BAB ! Ummm I was just kidding really nothing like that ever occurs.

Hey I'll take Shields, Day Jobs, Merits, and lower base prices over being able to slow down any day.

BTW BAB .. I thought it was really great that you and several others showed up on Virtue for Sin's Comic. Thanks for the title and keep up the great work.


�We�re always the good guys. In D&D, we�re lawful good. In City of Heroes we�re the heroes. In Grand Theft Auto we pay the prostitutes promptly and never hit them with a bat.� � Leonard
�Those women are prostitutes? You said they were raising money for stem cell research!� � Sheldon

 

Posted

You want walking? Try out PVP in i13.

Ha!


 

Posted

[ QUOTE ]
You want walking? Try out PVP in i13.

Ha!

[/ QUOTE ]

O burn.

srsly.


Virtue:
Miserya - 50 EM/ELA Brute (Perma-shelved)
Adriana Rayne - 42 Katana/Dark Scrapper
Cyberpulse - 26 Super Strength/Willpower Brute
Steel Heart - 24 Invuln/Super Strength Tanker

 

Posted

[ QUOTE ]
[ QUOTE ]
It'd require more than just walking animations. What'd happen if you were 'walking' and you got hit with Speed Boost? Siphon Speed? Were standing on Caltrops? Had Granite+Rooted activated? Super Jump? Intertial Reduction?

BaBs doesn't want to have you running at super speeds while using the walking animation, nor walking while slowed to the point where you're practically just standing in place. There's a lot of issues that made BaB say it's not so simple as just making new animations.

[/ QUOTE ]

To add walking into the game we're looking at anywhere from 15 to 75 animations. That would get us a single 'style' of walking for the male, female, and huge player models. Doubtful that we'd ever be able to create a single walk animation that would make everyone happy...based on the mixed feedback about flight poses and the new hover animations.

We're not opposed to adding walking into the game...it's just really hard to prioritize it over so many other things that require animation time.

[/ QUOTE ]

I know it's dumb to say, but I heard a rumor that the reason we don't get walking is because all our movement is really Teleporting, and the client just adds the animation to our estimated destination, which also explains when you get pulled back while Super Jumping, and that we can't have walking because we couldn't "teleport" in such small distances. Is that how it works, is movement really TPing? And if so how do you explain NPC's able to walk around like the Plaza of Portal Corp.?


CoH:
PSI-on: DM/PB Defender (Triumph)
Disco Lord: MA/SR Scrapper (Triumph)
CoV:
Spec-tor: MC/PA Dominator (Triumph)
The Regional Manager: Merc/FF MM (Triumph)

 

Posted

Thanks for the reply, Brawler!

If I had to choose between shields (which I love) and walking, I'd have chosen walking! I might be in the minority.


 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
It'd require more than just walking animations. What'd happen if you were 'walking' and you got hit with Speed Boost? Siphon Speed? Were standing on Caltrops? Had Granite+Rooted activated? Super Jump? Intertial Reduction?

BaBs doesn't want to have you running at super speeds while using the walking animation, nor walking while slowed to the point where you're practically just standing in place. There's a lot of issues that made BaB say it's not so simple as just making new animations.

[/ QUOTE ]

To add walking into the game we're looking at anywhere from 15 to 75 animations. That would get us a single 'style' of walking for the male, female, and huge player models. Doubtful that we'd ever be able to create a single walk animation that would make everyone happy...based on the mixed feedback about flight poses and the new hover animations.

We're not opposed to adding walking into the game...it's just really hard to prioritize it over so many other things that require animation time.

[/ QUOTE ]

I know it's dumb to say, but I heard a rumor that the reason we don't get walking is because all our movement is really Teleporting, and the client just adds the animation to our estimated destination, which also explains when you get pulled back while Super Jumping, and that we can't have walking because we couldn't "teleport" in such small distances. Is that how it works, is movement really TPing? And if so how do you explain NPC's able to walk around like the Plaza of Portal Corp.?

[/ QUOTE ]

No, it's not teleporting. When you get "pulled back", that's lag, nothing more. The client doesn't send a constant stream of updates on your movement to the server, so the server estimates where you are. When you lag, you might get out of sync with where the server thinks you are. If an update is missed, the server keeps you at your last "known" location. When things sync back up, it defaults to the server's calculation. Which usually means yanking you back.

At least, I'm pretty sure that's more or less how it works.




Virtue Server
Avatar art by Daggerpoint

 

Posted

[ QUOTE ]
[ QUOTE ]
It'd require more than just walking animations. What'd happen if you were 'walking' and you got hit with Speed Boost? Siphon Speed? Were standing on Caltrops? Had Granite+Rooted activated? Super Jump? Intertial Reduction?

BaBs doesn't want to have you running at super speeds while using the walking animation, nor walking while slowed to the point where you're practically just standing in place. There's a lot of issues that made BaB say it's not so simple as just making new animations.

[/ QUOTE ]

To add walking into the game we're looking at anywhere from 15 to 75 animations. That would get us a single 'style' of walking for the male, female, and huge player models. Doubtful that we'd ever be able to create a single walk animation that would make everyone happy...based on the mixed feedback about flight poses and the new hover animations.

We're not opposed to adding walking into the game...it's just really hard to prioritize it over so many other things that require animation time.

[/ QUOTE ]

How does Prestige Power Slide work? Could Walk be a lot simpler if it were a toggle like that?


Jerk 4 Life
In brightest day, in blackest night/No evil shall escape my sight/Let those who worship evil's might/Beware my power ... Green Lantern's light!/(Meowth, that's right!)

My Arcs: #4827: Earth For Humans. #6391: Young Love.

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
It'd require more than just walking animations. What'd happen if you were 'walking' and you got hit with Speed Boost? Siphon Speed? Were standing on Caltrops? Had Granite+Rooted activated? Super Jump? Intertial Reduction?

BaBs doesn't want to have you running at super speeds while using the walking animation, nor walking while slowed to the point where you're practically just standing in place. There's a lot of issues that made BaB say it's not so simple as just making new animations.

[/ QUOTE ]

To add walking into the game we're looking at anywhere from 15 to 75 animations. That would get us a single 'style' of walking for the male, female, and huge player models. Doubtful that we'd ever be able to create a single walk animation that would make everyone happy...based on the mixed feedback about flight poses and the new hover animations.

We're not opposed to adding walking into the game...it's just really hard to prioritize it over so many other things that require animation time.

[/ QUOTE ]

I know it's dumb to say, but I heard a rumor that the reason we don't get walking is because all our movement is really Teleporting, and the client just adds the animation to our estimated destination, which also explains when you get pulled back while Super Jumping, and that we can't have walking because we couldn't "teleport" in such small distances. Is that how it works, is movement really TPing? And if so how do you explain NPC's able to walk around like the Plaza of Portal Corp.?

[/ QUOTE ]

No, it's not teleporting. When you get "pulled back", that's lag, nothing more. The client doesn't send a constant stream of updates on your movement to the server, so the server estimates where you are. When you lag, you might get out of sync with where the server thinks you are. If an update is missed, the server keeps you at your last "known" location. When things sync back up, it defaults to the server's calculation. Which usually means yanking you back.

At least, I'm pretty sure that's more or less how it works.

[/ QUOTE ]Technically, yes, all movement is teleporting. Position += Velocity * timeStep;

Teleporting very very small distances

Since the game updates the screen a finite number of times per second, you can't have actual continuous movement, you can just have a sequence of teleports to where you ought to be if continuous movement were occurring.

But that's not related to why we can or cannot walk


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
It'd require more than just walking animations. What'd happen if you were 'walking' and you got hit with Speed Boost? Siphon Speed? Were standing on Caltrops? Had Granite+Rooted activated? Super Jump? Intertial Reduction?

BaBs doesn't want to have you running at super speeds while using the walking animation, nor walking while slowed to the point where you're practically just standing in place. There's a lot of issues that made BaB say it's not so simple as just making new animations.

[/ QUOTE ]

To add walking into the game we're looking at anywhere from 15 to 75 animations. That would get us a single 'style' of walking for the male, female, and huge player models. Doubtful that we'd ever be able to create a single walk animation that would make everyone happy...based on the mixed feedback about flight poses and the new hover animations.

We're not opposed to adding walking into the game...it's just really hard to prioritize it over so many other things that require animation time.

[/ QUOTE ]

I know it's dumb to say, but I heard a rumor that the reason we don't get walking is because all our movement is really Teleporting, and the client just adds the animation to our estimated destination, which also explains when you get pulled back while Super Jumping, and that we can't have walking because we couldn't "teleport" in such small distances. Is that how it works, is movement really TPing? And if so how do you explain NPC's able to walk around like the Plaza of Portal Corp.?

[/ QUOTE ]

You, there. Stop making string theory look smart!



 

Posted

[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
It'd require more than just walking animations. What'd happen if you were 'walking' and you got hit with Speed Boost? Siphon Speed? Were standing on Caltrops? Had Granite+Rooted activated? Super Jump? Intertial Reduction?

BaBs doesn't want to have you running at super speeds while using the walking animation, nor walking while slowed to the point where you're practically just standing in place. There's a lot of issues that made BaB say it's not so simple as just making new animations.

[/ QUOTE ]

To add walking into the game we're looking at anywhere from 15 to 75 animations. That would get us a single 'style' of walking for the male, female, and huge player models. Doubtful that we'd ever be able to create a single walk animation that would make everyone happy...based on the mixed feedback about flight poses and the new hover animations.

We're not opposed to adding walking into the game...it's just really hard to prioritize it over so many other things that require animation time.

[/ QUOTE ]

I know it's dumb to say, but I heard a rumor that the reason we don't get walking is because all our movement is really Teleporting, and the client just adds the animation to our estimated destination, which also explains when you get pulled back while Super Jumping, and that we can't have walking because we couldn't "teleport" in such small distances. Is that how it works, is movement really TPing? And if so how do you explain NPC's able to walk around like the Plaza of Portal Corp.?

[/ QUOTE ]

You, there. Stop making string theory look smart!

[/ QUOTE ]

o.O


CoH:
PSI-on: DM/PB Defender (Triumph)
Disco Lord: MA/SR Scrapper (Triumph)
CoV:
Spec-tor: MC/PA Dominator (Triumph)
The Regional Manager: Merc/FF MM (Triumph)

 

Posted

[ QUOTE ]
Thanks for the reply, Brawler!

If I had to choose between shields (which I love) and walking, I'd have chosen walking! I might be in the minority.

[/ QUOTE ]

You don't think we move slow enough as it is?


SadysCHICK ALL the Badges! (I can get. 1396)
Full image by David Nakayama
Arc ID 1435: Performing without Annette
Arc ID 7206: Sadystic Tendencies
Arc ID 3864: The Chronicles of (In)FERNIA!