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The movement system and why the game is destroyed for me

Discussion in 'Starbound Discussion' started by wr512, May 14, 2015.

?

What is your option on the movement?

  1. I absolutely love it.

    24.0%
  2. It's ok.

    48.7%
  3. I don't like it.

    10.4%
  4. I hate it.

    11.0%
  5. I don't care

    5.8%
  1. InfiniteRemnant

    InfiniteRemnant Subatomic Cosmonaut

    maybe if they had backpedaling as different keys, or holding a modifier key, and moving normally just caused you to aim over your shoulder rather than move differently.
    that way the ones who find backpedaling annoying don't have to do it, but the ones who like it still can?

    movement in general still needs to be cleaned up though.

    that file, where is it? I'd like to try something...
     
  2. Kayuko

    Kayuko Oxygen Tank


    {
    "mass" : 1.0,
    "gravityMultiplier" : 1.5,
    "bounceFactor" : 0.0,
    "maxMovementPerStep" : 0.8,
    "maximumCorrection" : 5,
    "speedLimit" : 200,

    // "standingPoly" and "crouchingPoly" Can be used instead of "collisionPoly"
    "collisionPoly" : [ [-0.25, -0.25], [0.25, -0.25], [0.25, 0.25], [-0.25, 0.25] ],

    "walkSpeed" : 8.0,
    "runSpeed" : 14.0,
    "flySpeed" : 8.0,

    "airFriction" : 0.5,
    "liquidFriction" : 5.0,

    "minimumLiquidPercentage" : 0.5,
    "liquidImpedance" : 0.5,
    "liquidBuoyancy" : 0,

    "normalGroundFriction" : 14.0,
    "ambulatingGroundFriction" : 1.0,

    "groundForce" : 100.0,
    "airForce" : 20.0,
    "liquidForce" : 30.0,

    "airJumpProfile" : {
    "jumpSpeed" : 30.0,
    "jumpControlForce" : 900.0,
    "jumpInitialPercentage" : 0.75,
    "jumpHoldTime" : 0.2,

    "multiJump" : false,
    "reJumpDelay" : 0.05,
    "autoJump" : false,
    "collisionCancelled" : true
    },

    "liquidJumpProfile" : {
    "jumpSpeed" : 30.0,
    "jumpControlForce" : 400.0,
    "jumpInitialPercentage" : 0.75,
    "jumpHoldTime" : 0.25,

    "multiJump" : true,
    "reJumpDelay" : 0.25,
    "autoJump" : true,
    "collisionCancelled" : false
    },

    "fallStatusSpeedMin" : -4.0,
    "fallThroughSustainFrames" : 12,

    "onGroundSustain" : 0.1,

    "frictionEnabled" : true,
    "gravityEnabled" : true,
    "groundSlideMovementEnabled" : true,

    "slopeSlidingFactor" : 0.0,

    "sleepSpeed" : 0.001,
    "sleepBegin" : 6,
    "sleepUpdateSkip" : 6,
    "sleepUpdateSkipSmear" : 2
    }
     
  3. starboundish

    starboundish Phantasmal Quasar

    I think it enables players to be very good at the game, to just excel the "average player". And I think that's kinda rewarding.
    However, for people who don't like it or might not have the expected reflexes there could be the option (maybe by the use of mods) of returning the controls to the older system (I don't know if the movement is very hardcoded into the game or not) which I'd also support - just to let the players decide how they want to play the game.

    As for the vote, I voted "I love it", because currently it opens possibilities to fight in a more tactical fashion.
     
  4. Lintton

    Lintton Guest

    I like the current state of backpedaling. I can use walking back as a way to fine tune a jump, and it balances combat.
     
  5. Aku Hito

    Aku Hito Big Damn Hero

    Note: I am currently using a mobile device so there might be a bit of grammical mistakes.

    I actually havent had too much trouble qith th e job system, I am able to platform just fine and many otger tuff. I feel that the *floaty* feeling you guys feel is the gravity of a planet. From planet to planet gravity changes from higher to lower.it is also easy to get use to the new movement system as well. Not the best system though and it can be much better. I rate it fairly low to mpderate and hopefully thisll change over time to become more solid.
     
  6. Lazer

    Lazer Existential Complex

    The floaty feeling is present on all planets, missions, ships, and the outpost.
     
  7. Boufman

    Boufman Black Hole Surfer

    Honestly, the current movement is pretty good. Being able to walk backwards at the same speed you can walk forwards kinda broke the game. I literally took zero damage before. This balances out the game a lot more. And if you don't like it, I'm sure there's someone who has made a mod to get back the original movement.
     
  8. Aku Hito

    Aku Hito Big Damn Hero

    I neveri didnt like it as I ahree for thier reasoning but if theyre to do that they need to fix the floatness and being able to land correctly ob platforms

    Note: I'm currently on a mobile device so there might be a few typos and grammical errors.
     
  9. Lazer

    Lazer Existential Complex

    I've already got the faster backstep mod, not that that's relevant.

    Anyway I would argue that there are hundreds of successful games where the player character moves at the same speed in both directions regardless of something as arbitrary as mouse position, and that shields are currently far more overpowered than backpedaling ever was.
     
  10. Mackinz

    Mackinz The Waste of Time

    "Other games did it" is not a good reason to change a decision by Chucklefish, and the balance of shields is nearly irrelevant to discussion of not being able to run backwards.
     
  11. Garatgh Deloi

    Garatgh Deloi Master Astronaut

    Moveing the same speed when running backwards and forwards would be unnatural movement, not natural movement. Wouldent it?
     
    Lintton likes this.
  12. Lazer

    Lazer Existential Complex

    The trouble is that the direction you face is determined by the position of the mouse cursor.

    How often have you approached a zig-zag staircase in Starbound and you're walking backwards up one direction, then forwards in the other- but as long as you go more slowly backwards this is "natural?"

    To me, it's very unintuitive that the mouse cursor has such a powerful effect on platforming.


    Mackinz, I don't claim that Chucklefish should change their decision because other games did it, I'm only saying that walking slowly backwards isn't a requirement of game balance, as has been suggested by others.

    I mention shields since they made their appearance roughly the same time as slow back pedalling, and because that other guy said something about taking zero damage (which is very easy with shields). I concede that it's not super relevant.
     
    wr512 likes this.
  13. Lintton

    Lintton Guest

    You "walk up" starcases? J/k, it something I got used to quickly, as a) I don't run up stairs backwards, and b) the sword arm is based on which side of my character its on.

    I've never seen the different speeds as an issue, and a ranged player would have a lot more advantage running back at the same speed from a threat, to the point that melee enemies and players would be sitting ducks in a lot of situations.
     
    Tamorr and Kayuko like this.
  14. Lazer

    Lazer Existential Complex

    That has been said over and over. I just don't believe it's worth the cost. (What does your sword arm have to do with anything?)

    There's no reason that ranged weapons shouldn't have an advantage in clear level terrain. Would you recommend some kind of nerf that is always affecting you, both in combat and out, to offset melee's inherent advantage in tight spaces?

    Further, if a player is able to shoot at you, you are also able to shoot at them, and above all I really just cannot see Starbound becoming a well-balanced competitive PvP platform.

    I don't expect everyone in the world to agree with me, but I really am amazed that unencumbered movement is such a hard-sell.
     
    wr512 likes this.
  15. Mackinz

    Mackinz The Waste of Time

    When I see "unencumbered movement", I think of Skyrim and the many hours I spent above max carry weight (overencumbered movement) and remind myself that Starbound does not have a weight system and that movement in Starbound is not encumbering. It just has slow movement speed while walking backwards (versus, you know, turning around and running) to give melee weapons a reasonable chance versus guns.

    I say reasonable because guns are very useful nowadays, even with the "nerf" to unrealistic backwards running. Back in the Koalas, guns were excessively rare and very weak. Now, unless you are fighting The Hulk, a gun will probably win you the fight versus a melee fighter regardless.

    And just because you don't see Starbound becoming a well-balanced PvP platform, does not mean people will not be using it as such. It does have an impact.
     
    Tamorr and Lintton like this.
  16. Lazer

    Lazer Existential Complex

    Walking slower is an encumbrance, even if some completely other game had a completely different criteria for inflicting a completely different kind of encumbrance (well, actually a similar encumbrance, I guess).

    The only "melee fighters" in Starbound are random generated mobs that don't happen to have a ranged attack. NPCs switch between ranged and melee as easily as players, unless the devs specifically choose not to provide the npc with one or the other. There are plenty of other possible limitations that could be brought to bear on guns if they were somehow gamebreakingly powerful.

    I'm not trying to insist that you agree with me that it should be removed, but I wish you wouldn't pretend that slower backpedaling is a necessity.
     
  17. Lintton

    Lintton Guest

    Good, because I don't agree and most other changes to guns broke their use. Here they have a use, but at the same time, they are not the be all end all solution.
     
  18. Draxredd

    Draxredd Aquatic Astronaut

    So as in so many other MMO, PVP is about to ruin the fun for every non-competitive, casual PVE'rs.
    Movement feels very very wrong.
    Play metal slug. See ? easy platform shooter movement made right.
     
  19. Lintton

    Lintton Guest

    Metal slug has a different approach to weaponry and a different system of combat.

    If the mobs have no way of catching up to you then combat no longer becomes interesting in a lot of PVE situations. Not everyone uses guns.
     
    Tamorr likes this.
  20. Gevouden

    Gevouden Big Damn Hero

    I think the best compromise here would be to increase the backpedal speed, but make it just slow enough. Right now, its over exaggerated.
     
    wr512 likes this.

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