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[DISCUSSION] Movement Speed (not a balance thread)

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th3gatekeeper
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[DISCUSSION] Movement Speed (not a balance thread)

Post#1 » Mon Apr 17, 2017 5:24 pm

I've been chewing on this after multiple comments from new and current ROR players.

First, Ive been trying to get more NA players to play ROR. One of the common "themes" I get in feedback from them when trying out ROR for the first time is they feel the movement in this game is slow.

Recently there was some discussion about this in our teamspeak during some RVR and a bunch of guys were saying the same thing, that "it would be cool if we all ran faster" etc.

I know one of my FAVORITE "bugs" (that I hope never is fixed) is the mount bug where when you go in water and are dismounted you dont lose the 60% run speed buff. I can honestly say running around at 60% faster (on my mount but without the animation) it feels REALLY good and is SUPER enjoyable to just run around maps like that.... So this got me thinking....

What does everyone think about movement speed?
What are your thoughts on "what would happen" if movement speed was increased (would apply to NPCs as well)?

Im just curious. Not that this would happen, but want to see what everyone's thoughts are.

(NOTE: Please do NOT discuss class balance here. This isnt meant to be a balance discussion, if you want to say things like "Melee vs Ranged" fine but dont get into classes or balance. This is merely a discussion on movement speed).
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Aleteh
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#2 » Mon Apr 17, 2017 5:26 pm

It would make sieges super annoying. The defending side will just get reinforcements nonstop.
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NoRKaLKiLLa
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#3 » Mon Apr 17, 2017 5:36 pm

Speed is completely relative. If everyone moved faster, no one would be moving faster. 60% mount, charge, flee, quick escape, then "close-to-death" and snares are all movement speed variables which will determine your relative speed to another players. If every base speed was increased 10 to 20% the only thing that'd change would be the amount of terrain you have to dodge, and stationary casters would be severely gimped (I hate rdps but let's be real) to the point they'd get LOS'd and out ranged consistently.
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dansari
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#4 » Mon Apr 17, 2017 5:39 pm

Hmm. I definitely like running faster as well, but are you chewing on the thought of increased speed while running or also while mounted? I think if you increase mounted speed it would be harder to kite groups effectively, and the dynamic of the game would change much more (I think you would see more AOE slows and such). It would also be harder to react when you run right into the opposing side in orvr because everyone's moving faster.
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th3gatekeeper
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#5 » Mon Apr 17, 2017 5:46 pm

NoRKaLKiLLa wrote:Speed is completely relative. If everyone moved faster, no one would be moving faster.


This is why it wasnt meant as a balance thread. More just discussion.

1) Yes, relative to other players it wouldnt change anything (except for any type of channel ability as you could close gaps slightl faster).

2) relative to environment, we WOULD move faster. This is where it feels more "fun". Rather than feeling like you are barely breaking a "jog" or basically doing a "speed walk" you would feel like you are actually running! ... It just has a sense of "feel good" about it when you can run faster. Im not saying bump everyone to 60%... but a SMALL increase would "feel" better without impacting balance too much IMO...

I guess my 3) it would make the zones feel slightly smaller which could be a good or bad thing depending on who you talk to.
NoRKaLKiLLa wrote: 60% mount, charge, flee, quick escape, then "close-to-death" and snares are all movement speed variables which will determine your relative speed to another players. If every base speed was increased 10 to 20% the only thing that'd change would be the amount of terrain you have to dodge, and stationary casters would be severely gimped (I hate rdps but let's be real) to the point they'd get LOS'd and out ranged consistently.
Sure, if you bumped everyone's speed up 50%+ you would have some balance issues... bumping it up 10-20% I dont think would really cause that much in the way of "problems". Heck, when I used to use that Epic Weapon that gave you 10% chance to proc 20% run speed, even that small boost just made it FEEL so much better.

I think it would be fun - even if it were just an "event" over a weekend or something. It would definitely be interesting, thats for sure!
Last edited by th3gatekeeper on Mon Apr 17, 2017 5:52 pm, edited 1 time in total.
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th3gatekeeper
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#6 » Mon Apr 17, 2017 5:50 pm

dansari wrote:Hmm. I definitely like running faster as well, but are you chewing on the thought of increased speed while running or also while mounted? I think if you increase mounted speed it would be harder to kite groups effectively, and the dynamic of the game would change much more (I think you would see more AOE slows and such). It would also be harder to react when you run right into the opposing side in orvr because everyone's moving faster.
Both. Players would run 10-20% faster. Mounts would jump from 60% -> 70-80% (but this depends on the code. technically it would be 60% above base run speed).

Im not saying anything "drastic" here. Like I just posted. I dont think an adjustment of 10% or even 20% on the higher end towards all movement would really change the game all that much. Sure kiting might be slightly more difficult... but I personally dont see that as a big problem IMO. One could argue ROR is already heavily RDPS oriented - but thats another thread.

Im just more talking about the fun/feeling. I do understand what players feel like coming to ROR and the movement DOES feel much slower compared to many other games. So in some ways see it as a "barrier of entry" to this game. People like the feeling of running through environment and exploring. But when you feel cumbersome and slow, its unappealing. Im not saying anything is "wrong" merely just wanted thoughts on the idea and what people think
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Tesq
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#7 » Mon Apr 17, 2017 6:03 pm

->nerf aoe snares problem solved
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th3gatekeeper
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#8 » Mon Apr 17, 2017 6:13 pm

Tesq wrote:->nerf aoe snares problem solved
Tesq, are you referring to the comment about how AOE snare would be stronger (if movement were increased) or my OP about movement feeling slow...

Because the comments I have had from others, and what I was referring to are NOT while "crippled/slowed" its more just base run speed while running through terrain in the world... It just FEELS slow IMO...

So this suggestion would only apply to dansari saying "you would see more AOE snare".

Then I agree. if this IS a problem, you could nerf them... Though IDK if it would be considering its all relative... So you would STILL be moving the same speed relative to everyone else, so I dont see how that would change the game all that much....

If everyone ran 20% faster and currently we run at at factor of 1.0...

NOW:
1.0
.6 (when slowed).

Increased:
1.2
.72 (when slowed)

So its still all "relative" and everyone would move faster with regards to the environment.... If you want a sense for this. Find an item that has a chance to grant 20% movement on hit and proc that and see what it feels like... it feels GOOOOOD lol!
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#9 » Mon Apr 17, 2017 7:16 pm

Pick up quick escape. I've been running it for two weeks and once you figure out how to situationally trigger a proc and know when to hold off on using an ability when you expect a proc, you'll be flying around the battlefield; additionally, if ever you're in an actual hard fight in a 6v6 caledor woods or the rare lake fight, where neither side has a numerical, gear or renown advantage, the movement speed is pretty much perfect. Every speed variable had a crucial effect on the entire group and the way the fight unfolds.

BUT, to sympathizer with you- yes, running around in foot is much more enjoyable. Unless you're in a disk, cold one or manticore, the sound of the mounts will betray your position at best, or give you an aneurysm at worst. The coconut clanking of hooves is like a woodpecker punishing the inside of my brain when I wear headphones.

Unfortunately torque can't produce items that didn't already exist in some form. But if he did and fell down a flight of stairs and I was left in charge, I'd create an item that took 6 seconds to cast, put a backpack on your back and made you run at 60% speed on foot with 100% chance to dismount when damaged, just so you didn't have to ride an annoying mount.
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Iacobus666
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Re: [DISCUSSION] Movement Speed (not a balance thread)

Post#10 » Mon Apr 17, 2017 7:22 pm

This would definitely throw all sorts of balancing way off, from recovering from punts to closing the gap on stationary RDPS leading to loads of work for the developers. A really poorly thought out suggestion...
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