somesangheili 111 Posted August 1, 2014 from a dev branch change log a few days ago: Increased speed of walking in crouch with lowered pistolIncreased speed of walking in stand with lowered rifle. (credits to Jester 814 for pointing this out) Slightly slowed down running in crouch with lowered rifle Increased fatigue gain while walking in kneel with raised weapon Decreased speed from running in crouch with raised rifle Slightly decreased speed for tactical movement in crouch with raised rifle Increased fatigue gain while walking in crouch with raised pistol Substantially inreased speed while walking with launcher in crouch Increased speed of walking while standing with launcher The new walking speed (as seen in bold above) is really starting to bug me and i dont want it to make it into stable. It is way too fast and un-relaxed. It breaks the immersion for me when i see it. Will this ever be fixed/restored? 1 Share this post Link to post Share on other sites
Brainbug 10 Posted August 5, 2014 Just my opinion, a proper relaxed walk is missing and makes it unimmersive. But it is probably not just an issue of speed, but the animation itself, because it is more like a jog than a walk, and making it just slower would make it a jooooog and still not a walk. Actually it looks like a 90 year old grandma running to the toilet, or rather a clown in an old silent movie. The hand on the side looks odd, and the bent forward stance (which is ok while running) is also weird. Share this post Link to post Share on other sites
tpw 2315 Posted August 5, 2014 The new walking animation speed is simply way too fast for any sense of realism, and looks pretty foolish. I read somewhere that a faster walk was necessary because with the increased stamina hit from running, players were going to have to do more walking. Something has gone awry because with latest dev builds the fatigue has been dialed right back down, the actual forward walk speed itself is still the same (5km/h), but the animation speed itself is faster than ever. 1 Share this post Link to post Share on other sites
x3kj 1247 Posted August 5, 2014 well theres a simple way to test... make a mission where AI is walking from one place to another and observe them in splendid cam using slowmotion option. If their feet glide in relation to the ground the animationspeed /walkingspeed ratio is off. If not, its just your perception. Share this post Link to post Share on other sites
twisted 128 Posted August 6, 2014 The new walking animation speed is simply way too fast for any sense of realism, and looks pretty foolish. I read somewhere that a faster walk was necessary because with the increased stamina hit from running, players were going to have to do more walking. Something has gone awry because with latest dev builds the fatigue has been dialed right back down, the actual forward walk speed itself is still the same (5km/h), but the animation speed itself is faster than ever. Id rather have a natural speed walk than an artificial out of place solution. Walking has it's pros (can when stamina, less chance of running unaware into danger, etc) vs that if running. And it does come down to mission makers actually making missions that take logistics a bit more into account rather than run ten kilometers and kill all the things. Which can make missions more interesting and more immersive in my opinion. Share this post Link to post Share on other sites
Bouben 3 Posted August 6, 2014 Id rather have a natural speed walk than an artificial out of place solution. Walking has it's pros (can when stamina, less chance of running unaware into danger, etc) vs that if running.And it does come down to mission makers actually making missions that take logistics a bit more into account rather than run ten kilometers and kill all the things. Which can make missions more interesting and more immersive in my opinion. I can agree with that. Share this post Link to post Share on other sites
Chocolate 1 Posted August 7, 2014 I'll just let Jester814's video speak for itself. I agree with his argument. How it is implemented in the current DEV build may need work, but I believe the premise and intent to increase walking speed is necessary. Ideally there would be a casual walk, slightly faster walk, combat glide, jog, run/sprint, but I don't think that adding another walking speed is in the cards. Share this post Link to post Share on other sites
Bouben 3 Posted August 7, 2014 I'll just let Jester814's video speak for itself. I agree with his argument. How it is implemented in the current DEV build may need work, but I believe the premise and intent to increase walking speed is necessary. Ideally there would be a casual walk, slightly faster walk, combat glide, jog, run/sprint, but I don't think that adding another walking speed is in the cards. I believe just simply abandoning the current relaxed "macho" walk animation itself would improve the feel a lot even if the walking speed is in current faster state. Those speeds with pistol feels very natural. Dunno why they aren't used for walking with rifles. Share this post Link to post Share on other sites
2nd ranger 282 Posted August 7, 2014 Yeah, the animation itself should be changed to a more 'patrol'-oriented one. I think Smookie did say a while back that he wanted to do that, but obviously it wasn't a high priority. Share this post Link to post Share on other sites
mordeaniischaos 3 Posted August 7, 2014 (edited) I'd rather see a slower jog when you put your weapon down than a faster walk. The walk could have been a TOUCH faster because I always felt it was too slow for anything other than meandering around but it was pretty close. But, as it is right now, I think the speed is okay, the animation just needs to reflect the change in speed (longer stride, less wiggly arm). I don't know anyone that walks as slow as the A3 units do honestly. Maybe there's a middle ground that could be used. But making a slightly slower jog with more realistic stamina impacts (anything other than walking brings a lot of stamina, jogging shouldn't cause it to go up as fast as it does). Another good solution would be to make certain caps that can't be passed if you're just walking (say like 25% fatigue is as high as you can get), or jogging (maybe 50-70%) and then 100% if you're sprinting around. All in all the walking speed seems way more appropriate for a tactical situation. Maybe bring it back to the old speed if you bring your weapon up for handling being maintained. But if you're trying to get somewhere, not just hanging around base, you will probably walk faster than the old speed. Sorry, but I don't actually think the slower speed was better. Actually marching anywhere took forever and everyone looked like they barely gave a shit about getting to the waypoint/objective. Make a more purposeful animation that has a longer stride and less swagger and I think the speed will look very natural. Maybe take it down a hair, at most. Edited August 7, 2014 by MordeaniisChaos Share this post Link to post Share on other sites
roshnak 41 Posted August 9, 2014 Those speeds with pistol feels very natural. Dunno why they aren't used for walking with rifles. This. Walk speeds with rifles are agonizingly slow in the main branch. In fact, walk speeds in most video games feel unnaturally slow. It's more of a stroll than a walk. Share this post Link to post Share on other sites
mamasan8 11 Posted August 12, 2014 This.Walk speeds with rifles are agonizingly slow in the main branch. In fact, walk speeds in most video games feel unnaturally slow. It's more of a stroll than a walk. Too much hollywood stealthy soldier movies I suspect. When a guy circles a house really slowly. Stuff that never happens in RL. A soldier isn't there to steal stuff. IRL they burst into the house, take command, clear it fast, never giving the opposition time to think or plan or prepare for anything. Share this post Link to post Share on other sites
Bouben 3 Posted August 13, 2014 Too much hollywood stealthy soldier movies I suspect. When a guy circles a house really slowly. Stuff that never happens in RL. A soldier isn't there to steal stuff.IRL they burst into the house, take command, clear it fast, never giving the opposition time to think or plan or prepare for anything. We are discussing the relaxed walk, not the combat one. Share this post Link to post Share on other sites
chortles 263 Posted August 14, 2014 @ Bouben: Just to be clear, you mean the "weapon lowered via Ctrlx2" walk and only that walk? Share this post Link to post Share on other sites
tpw 2315 Posted August 14, 2014 I'll speak for Bouben and say yes. The unarmed walk speed and the lowered weapon walk speed both have unrealistically rapid animation, although they are both have the same 5km/h forward speed as the raised weapon walk speed. Share this post Link to post Share on other sites
Igitur 43 Posted August 19, 2014 The new walking animation speed is simply way too fast for any sense of realism, and looks pretty foolish. I've disabled the animation mod i'm using for a few months yesterday and I cant believe they seriously consider to keep it as it is now. The original animation was almost too fast for my taste already. I agree on that the walking anims need to be harmonized (especially the no-weapon walking pace, WAY too fast), but they'd better take the old pace as reference instead of changing all the things that have made Arma's particular atmosphere for so many years. Dont know where they are going, really. Share this post Link to post Share on other sites
roshnak 41 Posted August 19, 2014 At this point I'm having trouble figuring out who is talking about the walking animations and who is talking about the walking speed. Share this post Link to post Share on other sites
tpw 2315 Posted August 19, 2014 I've disabled the animation mod i'm using for a few months yesterday and I cant believe they seriously consider to keep it as it is now. The original animation was almost too fast for my taste already. I agree on that the walking anims need to be harmonized (especially the no-weapon walking pace, WAY too fast), but they'd better take the old pace as reference instead of changing all the things that have made Arma's particular atmosphere for so many years. Dont know where they are going, really. Hi Igitur I've used a few of your animation mods but never knew you had one that slowed the walk speed down. Care to share? Share this post Link to post Share on other sites
chortles 263 Posted August 20, 2014 I've disabled the animation mod i'm using for a few months yesterday and I cant believe they seriously consider to keep it as it is now. The original animation was almost too fast for my taste already. I agree on that the walking anims need to be harmonized (especially the no-weapon walking pace, WAY too fast), but they'd better take the old pace as reference instead of changing all the things that have made Arma's particular atmosphere for so many years. Dont know where they are going, really.It's seemed since 2012 in fact that the whole infantry implementation since 2012-onward was specifically meant not to be based on "all the things that have made Arma's particular atmosphere for so many years", but rather doing their own thing and then adding on tweaks (fatigue, sway, weapon inertia) onto that... Share this post Link to post Share on other sites
Igitur 43 Posted August 20, 2014 Hi IgiturI've used a few of your animation mods but never knew you had one that slowed the walk speed down. Care to share? Hey tpw, there's a long time :) ! I'm using an edited (by me) version of BogatyrVoss ' s Unused Animations Mod, which is basically an edited version of the Male soldier config file. You can access all the anims speeds in that file (including the no-weapon walk anim, by the way). I'll check it out and pm you when i'm back from work tonight. It's seemed since 2012 in fact that the whole infantry implementation since 2012-onward was specifically meant not to be based on "all the things that have made Arma's particular atmosphere for so many years", but rather doing their own thing and then adding on tweaks (fatigue, sway, weapon inertia) onto that... I'm all in favour of any kind of improvement but changing what's always been good will just mess everything up. Good will, but bad design decisions imho. Share this post Link to post Share on other sites
chortles 263 Posted August 20, 2014 It really does feel like a deliberate decision was made not to simply "graft" changes onto A2 infantry movement/weapon handling but rather to start from a different base altogether and then add the aforementioned "realism" changes onto that -- hell, it's a team where aiming deadzone got seemingly little priority because (surprise surprise) the creative director is not an aiming deadzone user... and at some point last year, it evidently became way too late for the project lead to allow a course change (c'mon, they freakin' left out BLUFOR/OPFOR jets and a SP campaign just to make ship date, what does that tell you about the pressure from "BI the publisher" to get the game out?), and when so many people outside of these forums used the newly changed infantry movement and weapon handling as a selling point and did social media promoting of the game on that very basis... why would the devs even want to change course? Then again, as others have said, the weapon-lowered-walking animation really seems to have been intended as a stroll, and I would use the term "meant for behind the wire"... Share this post Link to post Share on other sites
tpw 2315 Posted August 22, 2014 If anyone is interested, with Igitur's valuable guidance I've managed to graft user configurable walk (and roll) animation speeds into TPW MODS. Share this post Link to post Share on other sites