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And ASDF is the default keyboard position for your left hand when typing- Move your S finger to W, and now you've got a comfortable sprint and still retain left/right control.
And in either case, Both of those were Example rebindings that i thought of on the spot that would work for me and people with hands like mine. Maybe they won't perfectly work for you- But there is a rebinding somewhere that will. Similarly; My point was that anyone who has particularly fragile hands that they NEED toggle sprint is probably rebinding sprint to something besides shift anyway because it's uncomfortable and out of the way.
Overall, I don't have anything particularly against the addition of toggle sprint- But I think it's not necessary, And I think it's going to get people killed a lot more than it's going to save them time.
When holding sprint, Players tend to be very aware of how long they've been holding it, and are paying attention to their stamina, etc, etc- But when you give players a toggle, They tend to forget the function has a cost as they auto-pilot themselves to the location.. A cost that will sooner than later leave them with no stamina at a bad time.
My S+W are the same finger. Are you telling me you play with the standard typing position?
i´d say 99% of PC gamers on keyboard use middlefinger for S+W, ring finger for A and index finger for D. Thumb for the space bar and the pinky for shift.
Also getting used to that after 30 years of gaming is something i don´t wanna go trough. I am pretty sure adding toggle shift is pretty easy for the devs. I would need like half a year of getting used to a new layout. That i had to use in all games then. Where F or Q might be used for something important.
Pressing two buttons at once is uncomfortable af.
It´s a QoL thing, i don´t get why you would make up arguments against that tbh. There is a lot of games with stamina that have it. No on ever complained about dying because of it.
....sorry. *runs away really fast*
As to the last, You might note, that in almost every game that has a sprint function and a stamina meter...You being allowed to attack or not isn't tied to that same meter. So yeah, For the most part, Noone complains about dying because of it since when they run out of stamina and get caught up in whatever death is there, they can still attack and defend themselves.
That's not how it is in 7DTD. Aiming, swinging, sprinting, jumping, It's all on your stamina meter. The only other game I can think of off the top of my head that has attacks also bound to the same meter and sprint is Skyrim- And wouldn't you know it, Also doesn't have a toggle sprint. (Although it DOES have an auto run/walk, in fairness.)
And again; I do not have a particular stake in whether it gets implemented or not- I'm simply providing counterpoints and my opinion. If it gets added, cool, if not, also cool. But it's my opinion that it's an unnecessary addition that is just going to cause trouble, the need for which is remedied for the few users it's a major problem for by rebinding.
I don't mind holding shift to run. What I do mind is holding it down for 30 minute intervals because I'm traveling long distances. (This applies to vehicles too; I've never heard of holding down a run button to make a car go faster. I know controallbe acceleration only works with triggers and not with "all or nothing" keyboard and mouse buttons, so why are gears not a thing?) Holding sprint seems a lot more applicable to more twitch/reflex games with small maps. Not entire mini MMO sized worlds reaching 10+KM in all directions.
I didn't read the whole thread, but I don't think people are asking for an "always run" button, the kind of function commonly found in old school action shooters like Doom and Quake. It makes more sense in those games. But otherwise yeah, having run always on will catch you off guard in combat when you need that stamina.
But what I think people area actually asking for, (for years now, what with how this topic keeps coming back) is what a lot of modern shooters have been doing already for years: Tap once to "toggle" sprint, (which only works when you're already moving, not at a stand still) but when you stop moving, strafe, or hit SHIFT again, then it toggles it back off, requiring another press to activate once more. COD and other games have been doing this since day one.
In the case of 7DTD, this prevents the player overexerting themselves for other actions, (if the sprint wasn't that long) something a simple "toggle ALWAYS on and off" won't do. You can't fight anyway while sprinting....I don't think. Yeah, that still doesn't solve the issue of the "auto-pilot" mindset, but it at least mitigates it somewhat. I personally think it's worth the rest for the pinky finger.
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Other than that though.....yeah, key rebinding software works wonders for this issue, both for auto sprint AND auto walk.
A toggle option makes complete sense. You can hit the button twice. Especially given the use of shift on vehicles.
Toggles are QOL, not everyone has healthy hands. The majority of the payer base is old enough to suffer from arthritis.
And actually i don´t care if it´s toggle shift or a autorun key. It´s about not having to press shift down constantly obviously.
A good map generation with more T5 POI´s would half solve that issue already. (Still can´t believe that it is not possible to guaranteed get all of them on one map at least once. That´s valuable lifetime wasted to get a map with all of them. Meh.)
Autorun key, toggle shift, i don´t care. Just end that having to hold down shift for ages.
A toggle sprint key would be extremely useful in this game from multiple view points. So what if stamina management will become a bigger effort? Either turn it off if it's an issue for your particular frame of mind or keep it on for those who don't mind the added mental gymnastics. I can say from my own limited experience dealing with sore hands after gaming that many will prefer going through those said mental gymnastics than bare the pain that not having a toggle key for sprint would bring them physically.
Look at how many basic features this game lacks compared to others of the same genre (and even sub-genre of zombie survival). QoL has never been a priority for TFP. It took us EIGHT YEARS to get visible bars for food & water levels, things that are literally life and death and obvious to the character. We don't even have a way to choose a specific number of items to remove from a stack. The more realistic cities and junk weapons are very nice and I'm glad to get them, truly, but the next *minor* update should be about adding those features we take for granted in other games.