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Sprinting with depleted stamina should have constant, reduced run speed
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Description

This is a suggestion for QOL improvement: currently, running with sprint enabled (holding 'shift') enables fast movement (sprinting) until stamina bar is depleted. Once the bar is depleted, the player movement speeds abruptly reduces to a jog. The stamina bar refills while the player is jogging. If the user holds 'shift' during this bar-refilling period, the player character will abruptly break into a sprint again once the stamina bar is slightly refilled. This produces an effect where players will run fast/slow/fast/slow in a halting fashion.

This is the default method of players quickly covering long distances by foot. There are two problems - it is unrealistic, and it is jarring. A runner with depleted stamina would not break into a sprint every 5 seconds. This gives a player a method of dodging shots, even with depleted stamina, which undoes one of the crucial game mechanics - the management of stamina for enhanced survival under gunfire.

A suggestion - players sprinting with fully-depleted stamina should enter a new movement state, with speed greater than jogging, and less than normal sprinting, while continuing the drain water/food at the fully-sprinting pace. The result is player movement will be steadier, abrupt transitions from jogging to sprinting while stamina-depleted will stop, and the running experience for players will improve (no more fast/slow/fast/slow abrupt, jarring and unrealistic speed switching).

See for example the sprint mechanic in Squad - once stamina is depleted, faster-than-jogging movement is still possible, but sprinting speed is reduced greatly. Player movement while sprinting with depleted stamina is much smoother and more enjoyable for the player.

Details

Severity
Tweak
Resolution
Open
Reproducibility
N/A
Operating System
Windows 7
Category
General

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