soggie wrote:Sigh, the slow walking speed really is getting to me.
Honestly, this has been a major complaint since Book 1. BW didn't want to add a "run" option, but he compromised by speeding up the walk speed a little bit.
As for the "fast-walk": again: the walking speed has already been sped up, a fast-walk seems a little redundant. What's needed, I still think, is a run option, but a variable one.
To be honest: Although I'm not a huge fan of the walking walking walking thing (and again, still think there should be a run option), there are some things I can actually appreciate about the feature: 1. realism (a real Eschalon fetish, realism, as well as challenge, is really what sets Eschalon apart the most, I think, from other RPGs); 2. adds something to the atmosphere, like driving cross-country instead of taking the train. There's just something nice about being able to tangle yourself up in trees.
Of course, if I remember correctly: Baldur's Gate, for example, didn't allow you to run, either, nor did the Ultima series I don't think.
But... here's where I think a compromise can be made:
- When you're traveling unfamiliar territory, you can only walk. Partly because, well, you're in unfamiliar territory and need to watch where you're going all the time, and also because, you know, you're sort of mapping out the landscape at the same time. Can't draw maps too well while running, right?
- When you're traveling through familiar, charted (mapped) territory: then you can run. This makes sense both in regard to realism (notwithstanding the exhaustion factor: we can suspend our disbelief; exhaustion only takes away from the experience, in a way that hunger and thirst bars do not) and also in regard to playability. If you want to get to a specific place that you're familiar with but can't quicktravel to, and you
only want to go there: you should be able to do so more quickly. You should be able to run.
- In tight spaces, like caves, caverns, catacombs, tunnels or 'dungeons': you can't run, you can only walk... perhaps your walking speed should even be slowed down a little, to be more realistic. It's really a little ridiculous to have your character running madly through narrow tunnels. (And here, also, I disagree fervently with Soggie's quick-exit idea. No reason why we shouldn't be forced to feel our way slowly all the way back to the entrance/exit. This isn't a dungeon-crawler, after all.)