Improved Walking

  • At present, to walk you toggle the walk button and then hold down a direction. If you change direction, it stays walking as long as you didn't release input in between keys. But if you stop for half a second, then you are no longer walking.

    I suggest walk be made either a toggle, or a hold; and I'm positive that at least a whopping 0.01% of the playerbase agrees. The applications for this feature are literally limitless. You could walk to your boat, you could walk to the tavern, you could even walk on your boat, or inside of the tavern. Not to mention you could also use this feature to move more slowly toward any of the aforementioned locations. Heck, you could even walk to or on locations I didn't think to mention here. You literally can not even count the number of possible uses for this feature because it is just so dynamic.

    I know what you're thinking. "But Hunter, I don't see the point in even having a walk key because I sword-lunge and hop to every destination since sprint is too slow for my hastened heart to tolerate."
    But let me ask you something. Where is the fire? Where is it?

    Thanks for reading.

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  • They already have an auto-walk setting that you can keybind in the settings to turn on/off, and pair that with the slow/"RP walk" you get a similar effect to what I think you're asking for.

    But let me ask you something. Where is the fire? Where is it?

    Also is this some sort of reference I don't get..?

  • @crowedhunter said in Improved Walking:

    But let me ask you something. Where is the fire? Where is it?

    In the pan on my ship if I don't hop skip and jump all the way there....

    So you want a slower walk or an auto walk? I'm confused.

  • @gallerine5582 Auto-move does let you keep moving in a single direction. But I think that's more of an accessibility thing. It just makes you move forward as though you were holding down w.
    And no, I just thought it might make someone smile.

    @PithyRumble I don't want walk to be slower, I just want it to be consistent. If you bind walk and use it, you will see what I'm talking about. For the sake of example, let's say the walk key is bound to "LAlt".

    So presently, you press w/a/s/d + LAlt to perform a "walk". If at any point you release w/a/s/d and then press them again, you have stopped "walking". If you hold down LAlt, the result is the same.

    I am suggesting that there be two new modes for walking which replace the current iteration of walking.

    1. The Toggle: You would press LAlt to enter "walking mode" and remain in the so-called "walking mode" until you pressed LAlt again to disable "walking mode".
    2. The Hold: You could press and hold LAlt to enter "walking mode" and remain in "walking mode" until you released LAlt. At which point you would enter the default "running mode". This should probably be the default if walk is bound to a key by default to prevent people from getting confused by the existence of "walking mode".
  • @crowedhunter there is an auto walk/move button option. Use that.

  • @Tesiccl @crowedhunter said in Improved Walking:

    @gallerine5582 Auto-move does let you keep moving in a single direction. But I think that's more of an accessibility thing. It just makes you move forward as though you were holding down w.

    No, mom. We do not have one at home.

  • @crowedhunter

    Auto-move does let you keep moving in a single direction.

    It just makes you move forward as though you were holding down w.

    Hmm. Really?… hmm.

  • @tesiccl I think you have everything you need here to figure out what you did wrong, so I'm just gonna leave you to it. Happy sailing.

  • eh, I'd rather auto-run, like old-school Quake. Annoying having to click clack sprint ;)

  • I will not let this topic shift into a topic about auto-movement. This topic is about "walking mode: elite".

  • to walk you toggle the walk button and then hold down a direction

    Does it? I barely push forward and my character walks slowly

    Now. Why would anyone wanna walk in this game? If you forget to switch to a run your dead

  • @burnbacon I walk when I'm playing music or trying to get to the very tip of my bowsprint. Or the very edge of my canopy.

    The feature I'm suggesting would allow me the huge number of players who want this feature to tap forward in increments to get that extra milimeter. Additionally it would allow me us to step with the rhythm of the song instead of running with it.

  • @crowedhunter said in Improved Walking:

    @gallerine5582 Auto-move does let you keep moving in a single direction. But I think that's more of an accessibility thing. It just makes you move forward as though you were holding down w.
    And no, I just thought it might make someone smile.

    You can still look around to change direction if you need, and you're not locked out of using accessibility settings if you're not "in need" of them.
    I usually end up using a lot of colourblind settings in most games even though I'm lucky enough to not necessarily require it.

    I'd be open to agreeing more with the suggestion but... I really just don't think I understand the request here; if auto-walking forwards with looking to change direction isn't the itch scratcher... are we looking for more like some "tetris" mode or something where you use arrow keys to turn and it's very jagged/directional or are we more looking at some top-down "click to move to location" moving where you preselect a location and your character walks there?

    I'm very confused at what you're actually wanting out of this considering we already do have a toggle or hold walk option.

  • @gallerine5582 As per my earlier explanation, holding down the walk key doesn't keep you in walk mode. The issue is that walking mode is not preserved when you are not in motion. Therefore we do not have a toggle-to-walk nor a hold-to-walk. You are mistaken.

    Auto-move is completely irrelevant to this discussion.

  • So what you’re wanting is an auto walk that turns off and on in the settings menu, instead of being a separate button to hit each time? Is that what you mean?

  • @abjectarity You guys need to stop picking on the local autistic guy.

  • @crowedhunter said in Improved Walking:

    @abjectarity You guys need to stop picking on the local autistic guy.

    I was asking a genuine question. i read through all the comments and still didn’t quite understand what you are suggesting. We have the auto move, which allows you to toggle on moving, and you can turn and jump with it on. But you said to ignore that function. So I’m trying to determine what you mean by auto walk that’s different than the move one. Was it that you wanted it to be always on instead of having to hit an extra button?

  • I agree, SoT has the worst slow walk controls I've ever experienced, it is barely functional and completely inconsistent. So much so that I just remapped the key away from everything else so it stopped glitching me out if I ever dared to use it.

    They should either make the button a hold or a toggle, not the clunky inbetween version that it is currently.

  • @alienmagi said in Improved Walking:

    I agree, SoT has the worst slow walk controls I've ever experienced, it is barely functional and completely inconsistent. So much so that I just remapped the key away from everything else so it stopped glitching me out if I ever dared to use it.

    They should either make the button a hold or a toggle, not the clunky inbetween version that it is currently.

    I only play on controller and I’m suspecting that’s why I don’t quite understand what is being said.

    On controller you can push it forward only slightly and it moves very slow, then increase speed by pushing it forward more, but to run you have to click down on the left stick to toggle it on. And if I push the button I binded for auto move to keep my movement it retains the speed and direction, but I can turn and jump without interrupting it.

    How much does that differ on mouse and keyboard?

  • Maybe I'm playing a different game , but I can auto walk , run and sprint in "my" SoT , no need to hold keys.

  • I think we're speaking different languages at this point.

  • @crowedhunter said in Improved Walking:

    I think we're speaking different languages at this point.

    Sorry, wish I could understand what you mean.

  • @abjectarity It's probably my fault. I've had this issue my whole life. I just can't say what's on my squanch to someone that doesn't already squanch. No hard feelings.

  • @abjectarity said in Improved Walking:

    @alienmagi said in Improved Walking:

    I agree, SoT has the worst slow walk controls I've ever experienced, it is barely functional and completely inconsistent. So much so that I just remapped the key away from everything else so it stopped glitching me out if I ever dared to use it.

    They should either make the button a hold or a toggle, not the clunky inbetween version that it is currently.

    I only play on controller and I’m suspecting that’s why I don’t quite understand what is being said.

    On controller you can push it forward only slightly and it moves very slow, then increase speed by pushing it forward more, but to run you have to click down on the left stick to toggle it on. And if I push the button I binded for auto move to keep my movement it retains the speed and direction, but I can turn and jump without interrupting it.

    How much does that differ on mouse and keyboard?

    There is a special separate key to initiate slow walking on keyboard, but its terrible because once you press it, its locked in until you press a movement key at which point it automatically turns off as soon as you stop moving.

    I know, it makes no sense.

  • @alienmagi probably why OP is having a hard time explaining it. Lots of us are controller users and it’s apparently different for us.

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