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No running in the halls.

Posted: Thu Oct 12, 2023 7:24 pm
by warbluke
Here's a PR. I have not formed an opinion on it yet. Have you?
https://github.com/tgstation/tgstation/pull/78960

Re: No running in the halls.

Posted: Thu Oct 12, 2023 7:49 pm
by cSeal
playing on other servers for an extended period of time always makes me feel very weird when I come back and start zipping around the station. I always think an admins done something funny at first
I like the idea behind the pr, our baseline IS a bit high, and the only other option is miserably slow
I worry about the nerf to slips though. Maybe rather than make walking through wet tiles less punishing, running through them could send you further and cause some brute if you impact into something? I dont know, maybe not a good idea

Re: No running in the halls.

Posted: Thu Oct 12, 2023 7:53 pm
by RedBaronFlyer
cSeal wrote: ↑Thu Oct 12, 2023 7:49 pm playing on other servers for an extended period of time always makes me feel very weird when I come back and start zipping around the station. I always think an admins done something funny at first
I like the idea behind the pr, our baseline IS a bit high, and the only other option is miserably slow
I worry about the nerf to slips though. Maybe rather than make walking through wet tiles less punishing, running through them could send you further and cause some brute if you impact into something? I dont know, maybe not a good idea
I've always hated TG's default movement speed because you can be from one side of the station to the other in under a minute most of the time. On the other hand, walking is way too slow, and it somehow feels slower than when you're freezing to death.

Re: No running in the halls.

Posted: Thu Oct 12, 2023 8:05 pm
by Jacquerel
I'd be reasonably happy if the default run speed just went down a bit but thats a head admin decision

Re: No running in the halls.

Posted: Thu Oct 12, 2023 8:09 pm
by dendydoom
kinda hate the idea of stamina management just for moving around, i'd be cool with like a straight 15% run speed reduction

Re: No running in the halls.

Posted: Thu Oct 12, 2023 9:34 pm
by Not-Dorsidarf
I like being able to get around the station fast. Moving slow in ss13 is the worst feeling in the world, and the game is choked full of slowdowns from both active and passive sources.

Re: No running in the halls.

Posted: Thu Oct 12, 2023 10:06 pm
by DATAxPUNGED
I also do wish the run speed on TG was slower, having a dedicated way to "sprint" while spending stamina is also fine, me thinks. Many games do it and it's not necessarily troublesome

Re: No running in the halls.

Posted: Thu Oct 12, 2023 10:32 pm
by Shellton(Mario)
I dont like this, I dont really want to have to manage something else in combat and I think the current run speed is fine

Re: No running in the halls.

Posted: Thu Oct 12, 2023 10:45 pm
by Agux909
-Are you ok? Why are you walking?

-Uh, why are you running?


I've played a couple of rounds on tgmc and don't think the whole stamina system is compatible with how things work and are paced in tg. As some have mentioned in the PR, it would most likely devolve into a nasty meta of intent quick-switching, mostly buff security, while making a simple toggle system be more complicated than it should be. Overall an annoyance more than anything (suddenly and automatically switching back to walking feels extremely weird and clunky, no matter the reason for it. Play some rounds with nyctophobia and no flashlight to see what I mean).

That being said, maybe the running speed % could be adjusted to be a little slower (procedurally of course), while the walking speed increases alongside it, to be appealing in more than just some specific use cases.
cSeal wrote: ↑Thu Oct 12, 2023 7:49 pm Maybe rather than make walking through wet tiles less punishing, running through them could send you further and cause some brute if you impact into something? I dont know, maybe not a good idea
Unironically I like this. Instead of messing with the speed at all, introducing a new intent or drain stam, you could make it more punishing if you're strolling with abandon and slip against a wall or something. I think the cursed quirk makes it so there's a chance to get wounded whenever you slip, so it's also a way to test how this would feel like.

Re: No running in the halls.

Posted: Fri Oct 13, 2023 12:33 am
by iwishforducks
i hate sprint buttons in games. it’s one of my pet peeves. i think run speed should be brought down a tick but pleaaaase no stamina system

Re: No running in the halls.

Posted: Fri Oct 13, 2023 6:09 pm
by Kendrickorium
id be interested in seeing how it plays out

Re: No running in the halls.

Posted: Fri Oct 13, 2023 6:24 pm
by flopp
PR author here. I actually just figured out that I needed to connect my byond account here like a goober.

I'm basically going to relay what I said on the PR here; I did close my PR for now.

I think my approach to this was poorly planned and not well thought out. After talking to so many people about their concerns and such, I came to realize that PR was so, so out of my scope. I don't have the experience nor the knowhow (I've only gotten 1 silly moth pr merged before this) to actually go through with something like that. It mostly resulted from encouragement on the discord to give goon sprint a shot, and I thought, well, why not?

The original PR idea was to just simply introduce sneak, walk, and run. Walking would be slightly slower the running, and be not that functionally different and mostly there for RP and flavor. I was going to do a second PR that was just specifically the original PR idea, but now I'm questioning if such a PR even has a place on tg. I'm a Manuel player, I roleplay a lot, but I realize that's not a majority of the tg codebase.

Re: No running in the halls.

Posted: Fri Oct 13, 2023 7:42 pm
by GPeckman
Honestly I wouldn't mind this idea nearly as much if the advanced jetpacks (the captain's jetpack and the nukie jetpacks, and any others I'm not aware of that allow you to fly faster than you could run) also got nerfed. They're already overwhelming strong, and nerfing normal running while leaving jetpacks untouched would make it worse.

Re: No running in the halls.

Posted: Fri Oct 13, 2023 8:11 pm
by flopp
It's primarily things like that that I just wasn't aware of much less capable of balancing.

Re: No running in the halls.

Posted: Fri Oct 13, 2023 8:34 pm
by NoxVS
GPeckman wrote: ↑Fri Oct 13, 2023 7:42 pm Honestly I wouldn't mind this idea nearly as much if the advanced jetpacks (the captain's jetpack and the nukie jetpacks, and any others I'm not aware of that allow you to fly faster than you could run) also got nerfed. They're already overwhelming strong, and nerfing normal running while leaving jetpacks untouched would make it worse.
Just remove the jetpack speed boost entirely. It's cancerous and makes space combat terrible because both sides are zooming around at the speed of light.

Re: No running in the halls.

Posted: Sat Oct 14, 2023 6:51 pm
by BlueMemesauce
I would say its dumb to run everywhere because nobody does that in real life but ive unironically started running everywhere and it makes life much more enjoyable. it probably will become a social norm in the future.