Walking? (I know this has been asked a million times)
I dont think it's possible.
You could proberbly look through keybinds and various options but I dont really think that moving at a walking speed is possible without debuffs.
It's not possible to walk in-game.
You can utilize demo editing to make it seem like you're walking, but that requires edit-fu and not-insignificant amounts of time, not to mention it doesn't do anything to your gameplay, it's only for viewing like a movie (or recording to make into a video clip)
Paragon Wiki: http://www.paragonwiki.com
City Info Terminal: http://cit.cohtitan.com
Mids Hero Designer: http://www.cohplanner.com
http://www.fimfiction.net/story/36641/My-Little-Exalt
I recall BAB making a comment on it a while back, something along the lines of it being a lot more work than you'd imagine to add walking for players. Part of the problem is that while there is a walk animation used by NPCs, there is only a "walk forward" animation, and players are able to strafe left and right, move backwards, and jump, none of which are accounted for by the current walking that NPCs do.
|
I'd honestly take walking before power customization. But then, I'm a roleplayer dweeb.
Keep your hopes up. I'm sure walking is just as impossible as power customization
The thing is, though, that very few people would actually use "walking", and very rarely at that. As you said, it would be purely for RP reasons, and while I am a casual RPer, most of the time I wouldn't even consider using it, and I'm sure I'm not alone. Power Customization took a lot of work, yes...but all the work that went in to it will be worth it, with all the people using it, and all the different things you can do with it. Walking would require a *lot* of reanimation, and would have very little benefit in return.
That's not to say it will never happen...but I wouldn't count on it.
I've seen a lot of people with must be a 'crawl' travel power as they take forever to get to zones or missions..
Proctector: Doc Heal lvl 50 Illusion / Empath
Sweet Fyre lvl 50 Fire / Rad
Axe Wielding Maniac lvl 50 Stone / Axe
Doc Heel lvl 39 Robots / Traps
Keep your hopes up. I'm sure walking is just as impossible as power customization
|
i17: Walking!
Dispari has more than enough credability, and certainly doesn't need to borrow any from you.
|
Want comedy and lighthearted action? Between levels 1-14? Try Nuclear in 90 - The Fusionette Task Force!
Arc ID 58363!
I recall BAB making a comment on it a while back, something along the lines of it being a lot more work than you'd imagine to add walking for players. Part of the problem is that while there is a walk animation used by NPCs, there is only a "walk forward" animation, and players are able to strafe left and right, move backwards, and jump, none of which are accounted for by the current walking that NPCs do.
|
Paragon City Search And Rescue
The Mentor Project
To which plenty of people immediately replied: we would be delighted to be able to walk forward only. The flypose emotes have similar restrictions and we were thrilled to have them. Limited walking capability is infinitely superior to NO walking capability.
|
I think the other Dev argument is that a walking would most likely end up being a power with -Slow, which would just end up messing up the animation while having buffs like Speed Boost. It might be too much work to make the animation activate automatically while you are in a particular speed range, but that would be the ideal implementation/fix for this.
The thing is, though, that very few people would actually use "walking", and very rarely at that. As you said, it would be purely for RP reasons, and while I am a casual RPer, most of the time I wouldn't even consider using it, and I'm sure I'm not alone. Power Customization took a lot of work, yes...but all the work that went in to it will be worth it, with all the people using it, and all the different things you can do with it. Walking would require a *lot* of reanimation, and would have very little benefit in return.
That's not to say it will never happen...but I wouldn't count on it. |
Walking does indeed come up ever so often in the forums; but as it always seems a very niche desire, I can't see it taking precedence over more dynamic modifications and improvements.
MA arcs: #1669, "A New Breed Rising"
You'd think it would be as simple as adding a hidden speed debuff to the current animation that ignores all the current buffs you have applied. That wouldn't require any animation changes really just a movement reduction that can't be nullified until you hit the run button.
But then again, you'd still appear in the run stance so that my not be ideal either.
Doc Mech-Nec (Exalted): 50 Bots/FF MM
Crey Radiation Tank (Exalted): 50 Rad/Rad Corr
Servers: Exalted, Triumph, Champion
Alts: 32
Steam Profile
At this point the only "quick-n-dirty" way that they might be able to do this is along the lines of a new power that would be sort of the opposite of Sprint. Instead of increasing our base run speed it would reduce it.
Of course that does nothing to address giving us appropriate walking animations. But maybe this new walk power could use the "NPC walk forward" animation while walking forward and default to the standard character animations (which would amount to "slow motion running") when moving in any other direction. Any other animation transitions would work just like they do now for Sprint.
I admit that hybrid kind of 'Frankenstein' animation solution wouldn't be as cool as fully developed walk and it'd probably look silly if you're not walking forward, but as Ironblade said it'd be better than nothing.
Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀
They're Paragon Studios, not the Department of Silly Walks.
They're Paragon Studios, not the Department of Silly Walks.
|
Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀
You'd think it would be as simple as adding a hidden speed debuff to the current animation that ignores all the current buffs you have applied. That wouldn't require any animation changes really just a movement reduction that can't be nullified until you hit the run button.
But then again, you'd still appear in the run stance so that my not be ideal either. |
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
I think I read previously somewhere that it would be VERY laborious. Because a walking animation is COMPLETELY different than the usual run animation. And many of the moving animations have to be integrated with the power animations, as well as differences for body types, costume pieces...
I don't think the cost would be worth the reward myself...
but then again, a team of 8 walking up to the Gates in Cimerora on the final mission of the ITF to the Kill Bill Vol1 track "Battle Without Honor or Humanity"
(http://www.amazon.com/gp/recsradio/r...k=009&disc=001)
...might make the whole thing worth it.
Arc #6015 - Coming Unglued
"A good n00b-sauce is based on a good n00b-roux." - The Masque
Like galaidiman said, BAB also mentioned that they they ould also have to set-up transition animations for each and every power animation in the game and do it for all 3 body skeletons. And that would take a lot of work for something that most people won't use.
So while strafing, turning, and backwards walking is a part of the reason we probably won't see a walking animation added, the transition to power animations a bigger reason why.
This is exactly why I offered my hybrid Walk power suggestion in this thread yesterday.
They could copy the Sprint power and do two relatively simple things to it:
1) They could change the speed so that we would move slower than normal instead of faster.
2) They could change ONLY the forward non-combat movement animation to the NPC walk animation.
The net effect of this would be a Walk power that would look fine while walking forward and not in combat. I would gladly accept this power looking a bit silly in ANY other situation because the chance that I'd want to use Walk in ANY other situation is pretty much nil. BAB wouldn't have to change or newly create any transitional animation related to this new power at all. It would simply use all the defaults that Sprint uses now.
A Walk power, using this scheme, would be 100% cut-n-paste from elements of other preexisting powers and animations. Based on that it should be almost trivial to implement it this way.
Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀
I tried to do some homework, but I can't find anything on the issue of walking in the game, for RP purposes.
Can anyone link me to past threads, or possibly just give me the gist of what the devs have said about this?