>Any extra movement action you can perform is faster than the characters run speed
Why the fuck don't developers want you to have a fast default run speed
Any extra movement action you can perform is faster than the characters run speed
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In dragon's dogma if you made your character giant your standard gait would be 80% the speed of the run and your reach would be huge.
But your stamina regen decreases and usage increases, so you end up covering the same distance in the same time, for long runs.
>you move slightly faster by doing a maneuver that looks completely retarded
>Speedruns are now horrible to watch
Crash Bandicoot and any Zelda run comes to mind.
>game has 2 inputs for moving forward
>pressing them both at the same time doubles your forward moving speed
>Hyrule Warriors is the first Zelda game where rolling is slower than actually running
Kill this franchise.
why was it that in a lot of old first person games you moved faster walking diagonally?
Because the game can't handle the speed. Either you run slow as a snail or get tired and need to wait to avoid putting too much strain on the engine.
You're now painfully aware that the roll literally accomplishes nothing in terms of dodging which makes its entire purpose pointless.
>pick your class
>every class has a mobility skill
>its the second skill you can unlock
>it doesnt use any mana/FP/stamina
cool
What about Skyward Sword?
>end up dashing everywhere to save time
>final boss randomly quotes the bible when you beat him
In the case of Quake and all games based on it's engine, it was originally an error that miscalculated movespeed when combining forward and left/right movement. With the addition of speed from jumping, Bunnyhopping, straferunning and eventually strafejumping were born, and left in a lot of arena games as "advanced" movement.
I refuse to do that. It looks too retarded, and the sound effect of sliding is too obnoxious.
I remember Morrowind had it, a lot of other non quake engine games too, strange.
I also remember playing Quake when it came out and discovering that you moved faster when turning right away, it wasn't even hard to find.
Combining all of the techniques and still being able to shoot *is* fairly hard, but just figuring them all out, yeah, easy. Weird that a lot of players still don't utilize the toolset given to them.
HAH
HOOH
TEEEH
HAAAAH
In a lot of first person games each direction key is mapped to a vector, and those vectors are summed. So holding down W+S cancels the forward and backward vectors, and holding down W+A combines them for faster speed.
Height and weight where mostly independent.
Heavyweight:
+can carry more stuff
+harder to knock down
+can weigh down flying enemies
+lower stamina consumption for skills
-higher stamina consumption when climbing
-lower stamina regeneration
Lightweight:
-pitiful carrying capacity
-tossed around like a crumpled paper
-higher stamina consumption for skills
-can be carried away by harpies
+lower stamina consumption when climbing
+higher stamina regeneration
Tall characters:
+faster walking speed
+longer reach
+can walk through deeper water without lantern extinguishing
-bigger target
short characters:
-slower walking speed
-shorter reach
-lantern easily submerged in water
+smaller target
I think you mean Doom, not Quake. The diagonal movement exploit first came about with Doom, Quake was what added in shit like bunnyhopping and air control.
weren't there traps or some shit you could roll under?
>retarded ass picky attack animation for boosted jumps
Fucking Ys
It first came with doom because the easiest way to implement movement in a 3d environment with a keyboard for input naturally results in diagonal being sqrt 2 times faster. Honestly I don't really and have never considered it an exploit. Pic related is code from a toy game engine I'm writing. It also has the diagonal movement thing.
dumb glitches thread?
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Short characters could also enter those tiny ass tunnels but that was relevant like what one area?
>gunnerkrigg
>in Sup Forums
>short characters:
You forgot
+++++++++++is absolutely adorable