Moving improvement

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Moving improvement

Postby MagicManICT » Mon Mar 16, 2020 10:46 pm

shubla wrote:When you turn, the turn should not be instant, instead, your character should stop, turn, and then start moving to the direction.

As a former (terrible) basketball player, I have to ask... why? A person can quickly change direction and regain full momentum. Is it risky? If you aren't sure of your footing, definitely. Even trained athletes can injure themselves because they planted their foot just wrong in the moment of a play.

I'm a hearthling, not a battlemech. ;)

@DOTA2: yeah, it's one of those things as a game that does take some getting used to. If you play other moba or rts games, it makes it harder to transition between them.
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Re: Moving improvement

Postby kmarad » Mon Mar 16, 2020 10:53 pm

shubla wrote:When you turn, the turn should not be instant, instead, your character should stop, turn, and then start moving to the direction.


I must agree, that being able to do a whole 180% rotation while sprinting is a bit weird.
But rather than stopping, turning, and running again, I'd love some inertia being implemented into the game for hearthlings and creatures.
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Re: Moving improvement

Postby terechgracz » Mon Mar 16, 2020 11:10 pm

MagicManICT wrote:
shubla wrote:When you turn, the turn should not be instant, instead, your character should stop, turn, and then start moving to the direction.

As a former (terrible) basketball player, I have to ask... why? A person can quickly change direction and regain full momentum.


Yes, quickly, in a smooth and continous way, you can't turn yourself in space in infinitely small time, just imagine forces acting on your intensines if you could, they would turn into bloody mess.
If we wanted to implement quick and dynamic smooth movement we would need a lot of animations, turning in place, turning and walking, turning and running, quick turn and some more which i can't think for now, so don't just imagine only that such movement systems only works by moving player forwards and changing it's angle, such system is clunky, but you can create something that resembles reality with good animations.
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Re: Moving improvement

Postby Burinn » Mon Mar 16, 2020 11:42 pm

Zyean wrote:I wish, I have over 1000 hours on dota and it still feels clunky to me


git gud
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Re: Moving improvement

Postby MadNomad » Tue Mar 17, 2020 3:52 am

shubla wrote:Downhill, you should walk faster.


and get a chance to fall over and hit the ground with your face at high speed and get a terrible wound or die?
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Re: Moving improvement

Postby dorag » Wed Mar 18, 2020 5:21 am

Sounds terrible and not worth dev time when quests on surface still give chasm conch plus one that doesn’t help the chasm conch directly under it (yes it’s been tested)
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