142872-suggestion-regarding-perma-sprint

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So, since the F2P update we have been able to perma sprint / have infinite sprint outside of combat. By default, our walk/run/sprint toggle is set to sprint.
 
I'm wondering if maybe we should have the default set to run?
 
Here's why:
 
I've ran into a few players while doing dungeons/adventures/whatever that are absolutely clueless to the fact that this game has a sprinting mechanic. I was running through SSM the other day and a player was having trouble dodging fire walls. We told them to sprint and they didnt even know you could. Were totally clueless. They thought there was just a slower running speed in combat, not that sprint was turned off.
 
At the very least maybe make a more obvious "YOU CAN SPRINT" message, like in the training dungeon? I feel the faster out of combat run speed feels just like that, a faster out of combat run speed. Not a lot of new people understand it's a sprint.
 
If anyone has a better idea how to make this clear to new players, post away!	
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ok as a new player how do you sprint?
 
I am serious I remember it flashing across my screen but now cant remember how
			
				
	Edited October 13, 2015 by Myrany	
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just hold your shift key down.
 
Out of combat, you have permanent sprint enabled without needing to hold down the key. In combat, you default to run speed. So to sprint, hold shift. When in combat you get a sprint bar that runs out as you hold down shift
			
				
	Edited October 13, 2015 by Kezra	
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And to add, if you want perma sprint outside of combat disabled, just toggle your walk/run/sprint key. Look in keybinds under movement (I rebound mine to my up arrow key, so I forget the default key).
 
While you are toggled on run, you will need to hold down your shift key to sprint. But you will still have perm sprint out of combat, you just will need to hold down shift if you are toggled on run.	
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Haha I know right.
I had no idea I could sprint while in combat, I thought it only works out of combat.	
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Haha I know right.
I had no idea I could sprint while in combat, I thought it only works out of combat.
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I agree, not only because people are unaware of it, but because I think it's too fast of a default speed.
Feels a bit frantic.	
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			As long as its an option i don't care , but i dont want the perma-sprint  out of combat to be removed really makes travelling a breeze	
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			Oh absolutely! Keep the perma-sprint option, but make the default game mode normal run with maybe one of the tutorial windows explaining how people can toggle it on and off and tell them about shift sprinting in combat. I've had so many people clueless to this and worse, saw someone rant the other day on how everything is slippery and he can't do the platforming missions, so I told him to turn sprinting off cause the physics make platforming less precise and he had no idea. After I explained he nailed it without a problem.	
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Don't you dare touching my perma sprint, hands off - now!  :angry:
Too fast? you people are screwed in the head really... if it's too fast for you switch to walk and be a turtle alone all you want.
I'll be keeping my sprint personally.
			
				
	Edited October 13, 2015 by Night Head	
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Don't you dare touching my perma sprint, hands off - now!  :angry:
Too fast? you people are screwed in the head really... if it's too fast for you switch to walk and be a turtle alone all you want.
I'll be keeping my sprint personally.
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			You can change your default, at least temporarily. By hitting the key that is bound to 'toggle walk' (for me it is the [.] key on my numpad), you can cycle through default walk, run and sprint. I am not sure if this change persists between loading screens, but it has worked splendidly while working on my housing plot.	
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You can change your default, at least temporarily. By hitting the key that is bound to 'toggle walk' (for me it is the [.] key on my numpad), you can cycle through default walk, run and sprint. I am not sure if this change persists between loading screens, but it has worked splendidly while working on my housing plot.
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Hi guys, thanks for the feedback on this topic. This was a fairly significant game functionality change for us moving into F2P, so feedback on how players are interacting with the system is very useful to us.
 
Sprint is taught to the player using a tutorial panel in the arkships. However, based on this topic that may not be enough as the player could either gloss over or just forget the information that was presented there. We'll continue internally discussing options about how to best teach players about in-combat sprint and switching between movement modes (hopefully without adding UI clutter), including your suggestions here.
 
Keep the feedback and ideas coming!	
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			The sprint mechanism was fine before f2p. I don't see why you have to break something that was working.	
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			Just make run the default and perma sprint the togglable. Having perma sprint is nice for mount travel but annoying outside of that. Also the run toggle doesn't seem to stick so every time I log in I have to toggle to it, it's quite irritating.	
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{| class="blockquote"
Hi guys, thanks for the feedback on this topic. This was a fairly significant game functionality change for us moving into F2P, so feedback on how players are interacting with the system is very useful to us.
 
Sprint is taught to the player using a tutorial panel in the arkships. However, based on this topic that may not be enough as the player could either gloss over or just forget the information that was presented there. We'll continue internally discussing options about how to best teach players about in-combat sprint and switching between movement modes (hopefully without adding UI clutter), including your suggestions here.
 
Keep the feedback and ideas coming!
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The sprint mechanism was fine before f2p. I don't see why you have to break something that was working.
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I guess for me as a new person the most helpful thing with the tutorial panels is instructions on how to bring them back up if I need to reread something I have forgotten.
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{| class="blockquote"
Hi guys, thanks for the feedback on this topic. This was a fairly significant game functionality change for us moving into F2P, so feedback on how players are interacting with the system is very useful to us.
 
Sprint is taught to the player using a tutorial panel in the arkships. However, based on this topic that may not be enough as the player could either gloss over or just forget the information that was presented there. We'll continue internally discussing options about how to best teach players about in-combat sprint and switching between movement modes (hopefully without adding UI clutter), including your suggestions here.
 
Keep the feedback and ideas coming!
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If you open up the options menu with Escape, you will see an item at the bottom of the list labeled Tutorials. In there you can search for and view any tutorial panel, or reset them as a group/individually to be unread, which will make them show up naturally again. You can also toggle tutorials completely on or off on this panel.
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Just limit perma-sprint to mounts.  Would still have all the same benefits, and would be much more intuitive.
 
As a side note, allow mounts in dungeons after doing this.  Those death runs :P	
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{| class="blockquote"
Just limit perma-sprint to mounts.  Would still have all the same benefits, and would be much more intuitive.
 
As a side note, allow mounts in dungeons after doing this.  Those death runs :P
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A bit unrelated, but I'm actually having an issue with the fact that sprint seems to be tied to hold to cast now, it wasn't in the past.
 
I like having hold to cast off. I'm an esper healer, and that's just my preference with soothe. But because I have hold to cast off, I can no longer hold the sprint button down to sprint. I have to continually mash it, and its obnoxious, and I can't seem to find anyone discussing this issue.	
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