Jump to content

Photo
- - - - -

Movement speed tweaking

animations feedback movement speed tweak

  • Please log in to reply
186 replies to this topic
Thread Starter
dna
dna

    BI Developer

  • 1696 posts

#1

Posted 16 April 2013 - 12:57

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 :shoot:

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)


Edited by DnA, 16 April 2013 - 18:37.
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!

el0375
el0375

    Private First Class

  • Members
  • 19 posts

#2

Posted 16 April 2013 - 13:20

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

EDIT: thanks for the reply

Edited by el0375, 16 April 2013 - 13:25.


MadDogX
MadDogX

    Mindless F@nb0!

  • Moderator
  • 9050 posts

#3

Posted 16 April 2013 - 13:22

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


Yep, that's what he said.

Gigabyte Z97-HD3 Motherboard | Intel Core i5 4690k @ 4.5GHz | NVidia GTX 970
16GB G-Skill Ripjaws 2133MHz RAM | Kingston HyperX SSD | be Quiet! 750W PSU

Kemeros
Kemeros

    Sergeant

  • Members
  • 148 posts

#4

Posted 16 April 2013 - 13:51

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

System specs:
Spoiler

Make Love Not War
Make Love Not War

    Sergeant

  • Members
  • 161 posts

#5

Posted 16 April 2013 - 14:30

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.
Posted Image

Igitur
Igitur

    Sergeant

  • Members
  • 118 posts

#6

Posted 16 April 2013 - 15:14

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.

kamaradski
kamaradski

    Sergeant

  • Members
  • 132 posts

#7

Posted 16 April 2013 - 15:16

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)

Edited by kamaradski, 16 April 2013 - 15:23.


KNG
KNG

    Private First Class

  • Members
  • 37 posts

#8

Posted 16 April 2013 - 15:17

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.

EDcase
EDcase

    Sergeant Major

  • Members
  • 1595 posts

#9

Posted 16 April 2013 - 15:18

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.

DMarkwick
DMarkwick

    Major

  • Members
  • 7298 posts

#10

Posted 16 April 2013 - 15:21

I would go with that - sprint = very fast, but very short with heavy fatigue.
Feel like ArmA is letting you down in some way? Watch this:
https://www.youtube....h?v=Fh3webkCo4Y

Toiletguy
Toiletguy

    Corporal

  • Members
  • 69 posts

#11

Posted 16 April 2013 - 15:25

With the new changes i'd say i love it but there should be a new animation for using a sprint (15-20 km/h) because the current sprint animation paces are too short which makes sprinting like a fast forwarding sprint.

danil-ch
danil-ch

    Staff Sergeant

  • Members
  • 272 posts

#12

Posted 16 April 2013 - 16:02

Animation Transition Speed with pistol and withoult weapon is too fast compared to with rifle.
Weapons change from rifle-pistol are a bit fast.

tortuosit
tortuosit

    Sergeant Major

  • Members
  • 1692 posts

#13

Posted 16 April 2013 - 16:47

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.

Agree, Sprint should be short and intense, significantly faster than run. Also an indicator if sprinting is not possible would be nice. Otherwise people will ask for support ;)

ezcoo
ezcoo

    Gunnery Sergeant

  • Members
  • 509 posts

#14

Posted 16 April 2013 - 16:52

Agree, Sprint should be short and intense, significantly faster than run. Also an indicator if sprinting is not possible would be nice. Otherwise people will ask for support ;)


Yeah, I agree that the sprint should be something like "running for one's life" and have very heavy fatigue effect. In addition, the maximum rotation speed should be limited while sprinting because of the inertia, and to reduce the unrealistic zig-zagging when being under fire.

Posted Image

INTER ARMA CARITAS


Smookie
Smookie

    BI Developer

  • 495 posts

#15

Posted 16 April 2013 - 17:03

Before the update of OP:
As for sprinting, I was planning on testing out: limiting the rotating speed + disabling 45 degree sprinting in favour of 22,5 degree (to indicate the player is moving fast).
Senior Character Animator

Toiletguy
Toiletguy

    Corporal

  • Members
  • 69 posts

#16

Posted 16 April 2013 - 17:46

Can we get a better animation for sprinting? Right now it seems too fast forwarding the animation.

smurf
smurf

    Chief Warrant Officer

  • Members
  • 3671 posts

#17

Posted 16 April 2013 - 17:48

Before the update of OP:
As for sprinting, I was planning on testing out: limiting the rotating speed

As in (somewhat) Bad Company 2 or BiA: Hell's Highway? (just to have some palpable comparison)

disabling 45 degree sprinting in favour of 22,5 degree

With Shift+W+A\D?

Anyway, seems good to me.

Thread Starter
dna
dna

    BI Developer

  • 1696 posts

#18

Posted 16 April 2013 - 18:37

I've updated the OP with an excellent overview from Smookie :)
Bohemia Interactive
Arma 3 - Project Lead
Watch us, tweet us, poke us

Take On Helicopters - Project Lead
Take On Noisecontrollers!

BigShot
BigShot

    Master Sergeant

  • Members
  • 759 posts

#19

Posted 16 April 2013 - 19:27

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.


This would be something I can live with +1

...as long as the fastest part of the sprint lasts long enough to reach cover...say at least 40m-50m or so

Wolfstriked
Wolfstriked

    First Sergeant

  • Members
  • 861 posts

#20

Posted 16 April 2013 - 19:28

QUICK overview.....as silly as this may sound I get this nauseous feeling when something is off in a game and just opted back into beta and its back.I found the newest alpha to feel excellent in a few areas and I will list my opinions of the dev build.

The stand/running speed now feels painfully slow and causes me that nauseous feeling I mention.In combat I would not be running at this pace but would be moving more briskly with a high adrenaline feel.Dev build running speed seems painfully close to jogging speed.Jogging should be a relaxed feel while raising a weapon means enemies about and a brisk pace held.Just stand/run while in tactical pace and then switch off tactical pace and it will feel just slightly faster which is not good.Also the crouch/run and stand/run speeds seem painfully close that I get that nauseous feeling.

The running speed in newest alpha was spot on for me with the sprint speed seeming almost perfect.I would try 1mph more sprint speed as I think then it would feel just right.

The dev build crouch/running speed,feels spot on.Before it felt too fast.

The 80% and 70% slower movements for sideways and backwards are excellent choices.

The walk speeds now feel perfect!!

Crawl speeds are also feeling great and seems same speed pistol/rifle crawl wise which is good IMO.
"What's with all these motherfucking snakes in this motherfucking game"........a thought I had when i was prone and 3 snakes were crawling all around me. ;)



Also tagged with one or more of these keywords: animations, feedback, movement, speed, tweak