The Forever Winter

The Forever Winter

kino Oct 6, 2024 @ 11:31am
Please, please add omnidirectional sprinting and fix the collision
The fact that sprinting feels like I'm playing a 2000s game where I can only use my mouse to steer the character while running feels very clunky and odd. Paired with a very low turn rate and sensitivity it's obnoxious and jarring during heated moments. It's a minor issue among other more important stuff, but I feel like we should at least get the basics such as movement and collision fixed first before the devs move on to bigger stuff that, when addressed, could spawn a plethora of other problems down the line.

The collision especially is a problem because I cannot recount the number of times I got stuck on seemingly nothing or perhaps a small pebble on the ground that has a hitbox ten times larger than it should. Or how frequently my character would be above a railing and still have his bullets lodged into it, preventing me from taking down enemies from behind cover.

If these two problems were fixed, the game'd be twice as more fun already since a large chunk of the jank would disappear as everything else isn't that big of a deal.

Fun Dogs, please fix.
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Showing 1-5 of 5 comments
Tezcatli Oct 6, 2024 @ 11:37am 
I agree with random collisions stopping you being incredibly frustrating and bringing nothing valuable to the game. But I don't think there should be absolute freedom of movement. Especially while sprinting. Perhaps while walking and crouch walking. Since you're moving carefully. But I think while sprinting it makes sense that you'd be more restricted in how quickly you can change direction. My two cents.
CATTY&Co. Oct 6, 2024 @ 11:48am 
This isn't Fun Dog's fault - they inherit it from the earliest 3d FPS games where aiming the gun was conflated with which way you walk. Nobody can sprint sideways (especially while carrying furniture!), but everybody can aim laterally or sweep with a weapon. And neither is really anything like pointing with a mouse. In a highly-formal shoot-em-up game like Incoming or Quake this is forgiven. But TFW offers realism and immersion.

It also isn't linear, so it's harder to mitigate with set-pieces.

They're stuck in every dead paradigm going. It being an anti-shooter they would be better to remove the guns completely and emphasize avoidance.

Do you think they AI-generated the map and manually tidied it up? It's a fairly trivial task now. People are modding it already so I might reinstall and see if the map files come out easily. From Youtube a lot of the architecture seems suspect to me.
kino Oct 6, 2024 @ 1:22pm 
Originally posted by CATTY&Co.:
This isn't Fun Dog's fault - they inherit it from the earliest 3d FPS games where aiming the gun was conflated with which way you walk. Nobody can sprint sideways (especially while carrying furniture!), but everybody can aim laterally or sweep with a weapon. And neither is really anything like pointing with a mouse. In a highly-formal shoot-em-up game like Incoming or Quake this is forgiven. But TFW offers realism and immersion.

It also isn't linear, so it's harder to mitigate with set-pieces.

They're stuck in every dead paradigm going. It being an anti-shooter they would be better to remove the guns completely and emphasize avoidance.

Do you think they AI-generated the map and manually tidied it up? It's a fairly trivial task now. People are modding it already so I might reinstall and see if the map files come out easily. From Youtube a lot of the architecture seems suspect to me.

It's not that I'm saying you should be able to sprint sideways as in hold D or A and shift and see your character sprinting to the side while still looking ahead. I'm saying DECOUPLE THE SPRINT FROM THE MOUSE and let the character change direction based on the key pressed, allowing me to sprint diagonally or turn heel and run into the opposite direction without the need to swing my mouse around the table like a maniac to make a 180. It's incredibly annoying to have to stop, turn around, and then sprint again. It's jarring and no games do it.



Originally posted by Tezcatli:
I agree with random collisions stopping you being incredibly frustrating and bringing nothing valuable to the game. But I don't think there should be absolute freedom of movement. Especially while sprinting. Perhaps while walking and crouch walking. Since you're moving carefully. But I think while sprinting it makes sense that you'd be more restricted in how quickly you can change direction. My two cents.

Yeah, I'm not saying absolute freedom, just check my reply above for what precisely I mean. There's no reason for the characters being so stiff. In real life, you can turn quickly and change direction easily, you don't have to stop to be able to go a different way.
Chibbity Oct 6, 2024 @ 1:25pm 
Look at the size of that backpack, can you imagine trying to turn quickly while running? You'd fall over.

The movement is supposed to be clunky, you aren't that guy.
kino Oct 6, 2024 @ 1:38pm 
Originally posted by Chibbity:
Look at the size of that backpack, can you imagine trying to turn quickly while running? You'd fall over.

The movement is supposed to be clunky, you aren't that guy.
Yeah that doesn't make any sense, man. I could see a potential new mechanic there, though, where as the backpack grows heavier with loot, the slower your turning rate and sprinting speed get. Also, not being able to turn around doesn't mean I cannot run in a diagonal using only the keyboard like in any other game of the type.
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Date Posted: Oct 6, 2024 @ 11:31am
Posts: 5