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And I can't even make an AHK script to make the shift key act the way my muscle-memory tells me it should, since the behavior changes when you're in a ship or exocraft (in vehicles, it IS hold-to-boost, far as I know).
And I'm not sure there's a way that AHK could detect which game state you were in. So it'd either be wrong in vehicles, or when walking.
Here's the other thread. Unfortunately, nothing useful: mostly just people not even understanding what was being asked.
What you describe is the desired behavior, yes: ideally, holding W while holding left shift would make you sprint until:
* your stamina runs out;
* you release W (sprint resumes if you re-press W with shift still held down); or
* you release shift.
This is how most PC WASD games work by default. But this is not how NMS currently works when walking/running: it only works that way when in a vehicle.
In NMS currently, when walking/running, left shift is a toggle: holding W while holding left shift makes you sprint until:
* your stamina runs out;
* you release W (sprint won't resume if you re-press W with shift still held down); or
* you release shift and press it again.
Both systems behave the same if you always release both keys together, so it's understandable that you wouldn't notice this difference.
But if your muscle memory has you releasing one or the other key on its own (releasing W to stop briefly, or shift to slow down briefly) then you find yourself moving slowly (the "jog" rather than sprint) when you re-press that key; and it takes a second to notice that, and realize you need to release and re-press shift to get sprinting again, and that's always a dis-immersing and grating moment of controller-dysphoria.
Why do you want to Vulcan death grip the WASD keys? It's no different: it's what you're used to.
And if it's painful for you, then why aren't you complaining about Vulcan-death-gripping shift when you're in a vehicle in NMS?
To me, WASD and sprint are hold-keys, not toggles.
I accept that for some people, the toggle is a convenient and preferred feature, and that's OK; but it's an abnormal UI choice, and some of us have a good few decades of muscle memory to overcome with it, while also switching to other games on a regular basis, so changing that muscle memory isn't even desirable.
UI consistency is meritorious for UX; it's why the PC gaming industry has by and large settled on WASD, mouselook, leftmouse as fire, escape for menus, E to activate, space to jump, shift to run, and so forth.
Deviation from standard UI behavior does happen in just about every game, espeically those which are cross-platform; it's a thing we get used to as gamers.
But it's reasonable to request that common behaviors be implemented. Usually games which have implemented toggle-run to cater for console users (and those mouse-&-keyb users who prefer it!), there's a gameplay setting to control "toggle sprint".
It's reasonable to ask for that to be considered for addition to NMS.
if you can hold shift, you can start from a sprint. otherwise, you have to start walking, then toggle sprint. it's an extra motion (shift down+release shift vs shift down), and it increases the distance it takes to execute sprint jumps.
the game will revert you to a walk if you stop running. you have to do the toggle again, and it's not always clear what state the toggle is in. did you stop running long enough to reset the toggle? or did you pause so quickly that the sprint toggle is still on? it's a constant pace-of-play interruption.
toggling is a console holdover due to control ergonomics. at best, you've got six fingers to work with on a controller. your pinky is perfectly viable to hold shift for better control on a PC.
i know this post is old, but I ended up here, and nobody should be defending toggle sprint without the context of a handicap. and i don't mean that in a mean way; it's an accessibility feature due to limitations, whether it's from the system used or someone not having all ten fingers.