Page 1 of 19 1234511 ... LastLast
Results 1 to 10 of 187

  Click here to go to the first Developer post in this thread.  

Thread: Movement speed tweaking

  1.   Click here to go to the next Developer post in this thread.   #1

    Question Movement speed tweaking

    Planned changes to movement speeds got rolled out this week and now further tweaks are on-going in Development branch. We would like to focus your feedback by letting you know what was changed, what are we testing, ask how you feel about it, etc.

    Overview from terminanimator Pawel Smolewski
    Animation changelog:
    • [IMPROVED] Movement speeds have been unified: they are now symmetrical (left / right), for all stances and weapons. Sideways motion is about 80% of forward speed. Backwards motion is around 70% of forward speed for a given stance.
    • [IMPROVED] Each travelling mode has substantially different speed to another.
    • [IMPROVED] Travelling with pistol out is slightly faster than rifle and significantly faster than launcher movement.
    • [ADDED] New urban prone positions in both rifle/pistol stances (left / right). They are unique because they allow you to move sideways unlike other prone adjust stances.
    • [IMPROVED] Adjust left states improved for rifle / pistol (more lean, weapon on the left side of the head). Adjust right are more leaned to the side.
    • [IMPROVED] Adjust posture now differ in default weapon location in the first person view to better indicate adjust posture.


    Motivation for movement speed changes:
    • More immersive (more ‘down to Earth’ values)
    • Better control (as in other tactical shooters)
    • Significant differences in travelling modes


    Interested mostly in feedback on:
    • Sprint speed (rifle / pistol)
    • Combat pace speed (rifle / pistol)
    • Crawling speeds


    Still to do:
    • Relaxed movement (will be just slightly slower / more relaxed than combat movement)
    • Unarmed movement (will be about the same speed as combat movement)
    Last edited by DnA; Apr 16 2013 at 19:37. Reason: Added more detailed overview from the animators
    Bohemia Interactive
    Arma 3 - Project Lead
    Watch us, tweet us, poke us

    Take On Helicopters - Project Lead
    Take On Noisecontrollers!

  2. #2
    do you mean that soon at some point the animation team will post something about it?

    EDIT: thanks for the reply
    Last edited by el0375; Apr 16 2013 at 14:25.

  3. #3
    Quote Originally Posted by el0375 View Post
    do you mean that soon at some point the animation team will post something about it?
    Yep, that's what he said.

    Gigabyte P67X-UD3-B3 Motherboard | Intel Core i7 2600k @ 4.0GHz | NVidia GeForce GTX770 4GB
    16GB Corsair XMS3 1600Mhz RAM | Kingston HyperX SSD | ASUS Xonar D2X
    sound | be Quiet! 700W PSU | Windows 7 x64

  4. #4
    I love how you guys take the time to discuss the game development with us and keep us informed. It's awesome.
    Vote for the support of the Occulus Rift: #000580
    Vote for precise analog stances: #0007122

    System specs:
    Spoiler:

  5. #5
    I see the run speed is down from 17+ km/h to 15 km/h. I like it, as it makes the sprint useful again. Standing tactical pace seems to have been sped up a little (to 11 km/h) and it's now distinctly faster than crouch tactical (at 9 km/h), which I wanted to see as well.

  6. #6
    Doesn't look like a sprint anymore imho, just a slightly faster run. I'd say sprinting is a brief, intense, all out effort, while running is meant to manage stamina and spare energy. I'd have prefered you increase fatigue instead of slowering speed. But I'll do with what I have.

  7. #7
    Me personally i am happy with foot-mobile speed as it is now. It feels very natural and correct.

    Only possible change i can see usefull, is to have a 10second faster sprint(20kmh) that gradually reduces to 15kmh and settles here as a constant.

    When i was in the service i often timed my movement while marching. This averaged out around 8kmh. Taking this as a base to compare current speeds in game, i am VERY happy with the current situation (stable branch)
    Last edited by kamaradski; Apr 16 2013 at 16:23.

  8. #8
    hi,

    I'll take this thread as a opportunity to report something that I was experiencing while making a mission. (I dunno if this has been reported earlier, I don't read the feedback tracker, although I have googled / researched this problem and I couldn't find anything.)
    The problem I encountered was that, if you have units forced to walk, that units armed with weapons walk slightly slower than units without weapons. Basically what happens is that, the character stripped down of equipment will always reach the target destination before the units armed with weapons, which basically makes a escorting patrol type "scenario" impossible to do at the moment.

    Is this a known problem? Is there a fix for that? I would really like to know, since this "small" problem basically destroyed a very cool idea I had for a mission.

    Thanks.

    edit: I might add, that I've tested all available Behaviours and it did not change anything, but the "stance" the units _force_ walk in.

  9. #9
    Quote Originally Posted by Igitur View Post
    Doesn't look like a sprint anymore imho, just a slightly faster run. I'd say sprinting is a brief, intense, all out effort, while running is meant to manage stamina and spare energy. I'd have prefered you increase fatigue instead of slowering speed. But I'll do with what I have.
    I agree. Sprint should be a bit faster but perhaps last a shorter time before going back to normal run.

  10. #10
    I would go with that - sprint = very fast, but very short with heavy fatigue.
    Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2

    For better future effects addons, please vote for this ticket.

Page 1 of 19 1234511 ... LastLast

Similar Threads

  1. Velocity vector and movement speed?
    By zapat in forum ARMA 3 - BETA DISCUSSION
    Replies: 13
    Last Post: Mar 31 2013, 04:14
  2. Movement Speed
    By jetset22a in forum ARMA 3 - GENERAL
    Replies: 18
    Last Post: Mar 24 2013, 23:29
  3. Make movement speed adjustable with mousewheel
    By Chunk3ym4n in forum ARMA 2 & OA - SUGGESTIONS
    Replies: 4
    Last Post: Jan 28 2010, 02:50
  4. Innocent question regarding movement speed
    By ladlon in forum ARMA 2 & OA - GENERAL
    Replies: 4
    Last Post: Jan 5 2010, 16:29
  5. Modifying movement speed - impossible?
    By galzohar in forum ARMA 2 & OA : ADDONS - Configs & Scripting
    Replies: 1
    Last Post: Aug 26 2009, 15:35

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •