ParticuLarry wrote:Regarding the pathfinding: If this is indeed caused by the increased resolution, would that mean it can be solved by changing the settings of Glide? If that is the case, I'm already satisfied. And no, the malicious tongues was just a hypothetical situation. After all, it wouldn't make much sense for the mods to do something like that as I stated before.
No, if it's related to the resolution then there's nothing you can change in the settings to avoid the issue, since sigma's base resolution is roughly 1/3 higher than the highest resolution option in vanilla. Perhaps to mitigate it you could try clicking (when to move your character) closer to the center of the window rather than to its edges.
ParticuLarry wrote:Regarding the sprint mechanic: (...)
Oh I see, the fact that you callled it "hidden" made me think of something not intended going on. Why do you even use this option if it makes you feel such discomfort? What enjoyment there is to be had? Maximizing the progression speed honestly seems hardly worth it if it means resorting to such measure... This game is not a race and on average you alredy go so much faster than in vanilla, there isn't really a point I can see into going out of your way to push this as far as posssible.
ParticuLarry wrote:As for your second point regarding the sprint mechanic: This question can be turned around as well. What is the problem with allowing the players to run all the time? (...) And if this is really implemented for the reason stated above, that it trivializes content, there are options to balance it to the point where the content is not trivialized, while still allowing the players to progress faster than they currently do if they were to walk only.
I don't really get this. You know what this would look like? Halving the current walking speed and the various bonuses to it that you can find on items, and then making the speed of the vanilla infinite running mechanic as high as the current walking speed. This is the least it would take in the attempt of not making it trivializing. It would have exactly the opposite effect you desire. Many peope don't realize it but the sprint mechanic being there in the current form has a lot of indirect positive consequences to the enhanced flow of mxl. Wasn't a change made "just because", it comes with many implications.
ParticuLarry wrote:Is sprint really a good get-out-of-jail-card when you have a free teleport every 10 seconds from a level 110 charm? (...)
Sprinting is useful but it's not mandatory, this is part of the mechanic's beauty. It's an extra tool that, as you have mentioned, can shine especially if you are an experienced player.
ParticuLarry wrote:I'm not saying sprint is 100% useless. I'm just saying that the gains don't make up for the losses. Whatever sprint can do, run can do, too, without being annoying as stated in my previous post for 99% of the game.
What is lost:
- Ability to run indefinetely
What is gained:
- Stamina is now a thing and could potentially add depth to equips/charms and skills
- An additional layer to the plain D2 combat experience
- Increased importance of teleporting skills
- Reduced difficulty spikes due to uberquest not having to be designed around sonic the hedgehog
- Stamina Shrines are now useful
ParticuLarry wrote:Of course this relates to my suggestion at the bottom of my first post.
► Show Spoiler
The Solution
If you asked me, I'd simply swap the walk and run animations, increase the base walking speed to that of the original run speed or slightly lower and ban running from the game by setting the base stamina to 0. This would solve all 3 issues at once with seemingly no effort at all.
This would only subtract from the game experience adding nothing. Removing an entire layer from the game because people can't make peace with the fact that running is the exception and not the rule? The game is better calibrated around mxl's fast walking and sprinting when needed. Movement speed bonuses would need to be removed too if jogging was the norm, all defensive values would need to be lowered all over the board and just imagine the amount of 1-shotting mechanics that would need to be introduced to compensate for players constantly outrunning 90% of what is being thrown at them without efforts... servers would feel the hit too. Definitely not a solution.
Also keep always in mind that this game clocks at 25fps and operates in a field of actions relatively small considering the camera height and that your character is fixed in a center position of a 1024x768 window (without even considering the space occupied by the GUI), the concept of "speed" can be pushed only so far before the whole thing becomes objectively unplayable.