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Bohannan (DayZ)

I dont understand why there is no AUTO RUN KEY!!!

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We're all auto-running already. There's no reason to close the stable door after the horse has bolted. Give up, and save us the few seconds of annoyance when we can't find the coin we use to wedge our "W" key down and let us have an autorun key; a small quality of life improvement that requires only the most minor of configuration on Bohemia's part.

 

In fact I can only see on reason not to add it, and that's to wheedle out the "terribads": Holding that W key or figuring out a way around it is like a right of passage; if you can stomach that, you're fare less likely to reach the "Fuck This Game" mentality, and so will be a better DayZ player.

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I don't think it should be added.

 

In fact, I think in order to sprint, you should have to tap the W key. The faster you tap it the faster your character will run.

 

Of course, holding W down will still allow you to jog as normal.

 

 

That's my two cents.

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Poeple are so lazy, like com on. The devs probably don't whant an auto-run feature in the game for a valid reason, like some one here said. Just press the button and hold it down. It's not that much problem

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I don't think it should be added.

 

In fact, I think in order to sprint, you should have to tap the W key. The faster you tap it the faster your character will run.

 

Of course, holding W down will still allow you to jog as normal.

 

 

That's my two cents.

Yep. We actually need a separate key for each leg, it would be more realistic. Oh and also an eye blinking key as well.

How in the world is this thread 27 pages long...

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Yep. We actually need a separate key for each leg, it would be more realistic. Oh and also an eye blinking key as well.

How in the world is this thread 27 pages long...

 

Simple reason. Because people like you post useless, off topic replies.

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Simple reason. Because people like you post useless, off topic replies.

Actually no. Most of it seems to be absurd realism arguments. Not having to hold your hand in an unergonomic position for fairly long periods of time somehow detracts from the experience. Okay.

 

Put the damn auto run key in the game. Hope that's on topic enough.

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Poeple are so lazy, like com on. The devs probably don't whant an auto-run feature in the game for a valid reason, like some one here said. Just press the button and hold it down. It's not that much problem

 

Right now a player who owns a macro capable gaming keyboard has an advantage over us scrubs. It would not be a stretch to assert that this advantage is not because of their equipment, but because of design choices on Bohemia's part.

 

I don't think it should be added.

 

In fact, I think in order to sprint, you should have to tap the W key. The faster you tap it the faster your character will run.

 

Of course, holding W down will still allow you to jog as normal.

 

 

That's my two cents.

 

Again, handing an advantage to people who own specific equipment. This would be another Bad Design Choice.

 

With my Logitech G510 I have an autorun key.

 

Bingo: The horse has already left the stable!

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Right now a player who owns a macro capable gaming keyboard has an advantage over us scrubs. It would not be a stretch to assert that this advantage is not because of their equipment, but because of design choices on Bohemia's part.

 

Auto-run is hardly an advantage... in many circumstances quite the opposite...

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I'm not for autorun as I think if you really want this just go out and buy the gaming keyboard that support macros and scripts. That being said however, I think  that an auto-follow would be great. Just double-clip your squad leader and hold W key to follow them until they stop. In the real I can easily follow my friends when we are hiking in the woods using all my senses. However in the game you can quickly lose each other in the forest because of speed reduction on inclines, impassible objects (trees, roots, fences), and no real surround sound. 

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Auto-run is hardly an advantage... in many circumstances quite the opposite...

 

That advantage is simply the choice of whether to use auto run or not: They have it, we don't.

 

It's a missing feature and I'm truly flabbergasted to repeatedly hear that it's missed by design. There are countless posts of people offering crude workarounds that cannot be prevented by the developer - jamming things into keyboards and using macro keyboards or software - which are clearly undesirable. If we do not have an autorun key by design, then surely we must work to prevent users from bypassing this restriction via outside means?

 

Surely by this logic, wedging a coin into my keyboard is a ban-worthy offense?

 

I'm not for autorun as I think if you really want this just go out and buy the gaming keyboard that support macros and scripts. That being said however, I think  that an auto-follow would be great. Just double-clip your squad leader and hold W key to follow them until they stop. In the real I can easily follow my friends when we are hiking in the woods using all my senses. However in the game you can quickly lose each other in the forest because of speed reduction on inclines, impassible objects (trees, roots, fences), and no real surround sound. 

 

Exactly because it requires you to use your senses is why this feature is an unrealistic request. As for the first part? I find the gall of suggesting that someone needs to go and spend money on an additional peripheral (whilst it would be against the terms of use to use free software to do exactly the same thing - something like autohotkey) offensive.

 

The user interface already supports the necessary features, it just needs to be configured. Five minutes tops of someone's time, if not 20 seconds of work. Astounding!

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That advantage is simply the choice of whether to use auto run or not: They have it, we don't.

 

It's a missing feature and I'm truly flabbergasted to repeatedly hear that it's missed by design.

There are countless posts of people offering crude workarounds that cannot be prevented by the developer - jamming things into keyboards and using macro keyboards or software - which are clearly undesirable. If we do not have an autorun key by design, then surely we must work to prevent users from bypassing this restriction via outside means?

 

Surely by this logic, wedging a coin into my keyboard is a ban-worthy offense?

Just because someone can do it, doesn't mean they must add in-game supports. There are monitors with fancy crosshairs and other overlays. Heck, anyone could take a marker and draw all over his screen. Doesn't mean the devs should add a bunch of custom crosshair options to the game. I don't support an in-game auto run, may it stay missing forevermore. To sum up my opinion: "I guess it would be convenient when you want to aim your character in the direction of the NWAF and go do something else... but that kind of convenience is not something I think would be good for the game. I don't want to always see players on autopilot mindlessly jogging all over the place." Auto-run may work for The WarZ and H1Z1... in DayZ? No thanks. 

 

$0.02

 

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"I guess it would be convenient when you want to aim your character in the direction of the NWAF and go do something else... but that kind of convenience is not something I think would be good for the game. I don't want to always see players on autopilot mindlessly jogging all over the place."

 

And my two cents would be that you already see this on a daily basis - certainly if you play as part of a group, and almost certainly if you like to roam anywhere between Vybor, Berezino and Elektro.

 

It's best analogised as trying to treat a symptom rather than cure the disease; The disease being that players meta game to learn the map and use out of game tools to talk to one another, so when they die in combat they'll just point themselves in the right direction and high tail it back to their friends and corpse. "We" already autorun, and the only way we'll stop is when the game's mechanics prevent us from doing so.

 

Again, the interface supports locking mouse look through double tapping. It supports locking walking and crouching via the same. So far, every single argument in favour of keeping autorun out has amounted to "I don't like it"!

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It's a simple desing decision just like should we have aim assist and the answer is simply NO because the game doesn't need those.

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It's a simple desing decision just like should we have aim assist and the answer is simply NO because the game doesn't need those.

 

That's like comparing apples and oranges: It's a logical fallacy. DayZ doesn't have the necessary code ready and written for aim assist, yet it does for auto run. Auto run doesn't dumb the game down for the lowest common denominator, yet aim assist does.

 

The objections to auto run are seemingly based on the idea that DayZ should be a hardcore game. Newsflash ladies and gents, hardcore is never fun. What is fun however is a game that is difficult and unforgiving, is immersive and tense, and none of that is altered by allowing the addition of a keybind so that I can stop risking damage to my keyboard when I wedge something into it to give my hand brief respite from the CTS-inducing WASD* configuration.

 

It's these misguided opinions that will, at least in my opinion, ruin DayZ for 1.0 - control schemes should be intuitive and simplistic to provide the smallest barrier of entry, curving rapidly from there. The lack of an autorun feature is a perfect example of where the current scheme falls short.

 

*other movement key layouts are available

 

Edit: What's most interesting is that the proposals for an autorun key almost exclusively come from "New" Bohemia customers, who've come to the franchise based on DayZ, whereas the objections appear to come predominantly from the old hands of the franchise, who've had their feet well under the carpet. Change is scary?

Edited by Mithrawndo

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That's like comparing apples and oranges: It's a logical fallacy. DayZ doesn't have the necessary code ready and written for aim assist, yet it does for auto run. Auto run doesn't dumb the game down for the lowest common denominator, yet aim assist does.

No it's not like comparing apples to oranges. Aim assist would also fall in this category:

 

It's these misguided opinions that will, at least in my opinion, ruin DayZ for 1.0 - control schemes should be intuitive and simplistic to provide the smallest barrier of entry, curving rapidly from there. The lack of an autorun feature is a perfect example of where the current scheme falls short.

 

And then we could think does DayZ need auto-jump, auto-punch/hit, auto-drive, automatic gearbox, auto-start-of-a-vehicle, auto-eating/drinking etc. etc.

These all are in the same category and are desing decisions and then there's the decision should it be a tap in options or a keyboard shortcut. These all could give smaller barrier for newbies but are all of the things ever needed and does it take something away from the game if they introduce those things?

Many things can have toggle/auto option and in the other hand many things shouldn't have toggle option. It's mostly a desing thing and bit of a resource thing.

 

Change is scary?

:rolleyes:

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And my two cents would be that you already see this on a daily basis - certainly if you play as part of a group, and almost certainly if you like to roam anywhere between Vybor, Berezino and Elektro.

Lone wolf and roam across the map with a finger of iron... apparently. Never seemed much trouble to hold down a key, unless I wanted to aim my character in the right direction and go afk. I've done the coin/key trick too, but not usually while on the map.

 

t's best analogised as trying to treat a symptom rather than cure the disease; The disease being that players meta game to learn the map and use out of game tools to talk to one another, so when they die in combat they'll just point themselves in the right direction and high tail it back to their friends and corpse. "We" already autorun, and the only way we'll stop is when the game's mechanics prevent us from doing so.

 

And? That's not a big deal. But I don't get why they would want or need to support such behaviour by adding in-game auto-run.

 

Again, the interface supports locking mouse look through double tapping. It supports locking walking and crouching via the same.

In real life I can move my head at all times and I don't spring back up when crouching down. Walking is handled by not running. :huh: But I can't put myself on auto-pilot. Those options you mentioned are not quite the same thing.

 

So far, every single argument in favour of keeping autorun out has amounted to "I don't like it"!

The arguments for it amount to "I like it".

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No it's not like comparing apples to oranges. Aim assist would also fall in this category:

 

Thanks for enlightening us all on the topic, clearly it's like that because you say so. I gave you an example, you retort with "no it's not"?

 

And then we could think does DayZ need auto-jump, auto-punch/hit, auto-drive, automatic gearbox, auto-start-of-a-vehicle, auto-eating/drinking etc. etc.

These all are in the same category and are desing decisions and then there's the decision should it be a tap in options or a keyboard shortcut. These all could give smaller barrier for newbies but are all of the things ever needed and does it take something away from the game if they introduce those things?

Many things can have toggle/auto option and in the other hand many things shouldn't have toggle option. It's mostly a desing thing and bit of a resource thing.

 

 

 

Again, absurd comparisons. Autorun is automating a feature via software controls that can already be automated via the use of hardware. Automatic gearbox is something that already exists, and auto vehicle start is something we all take advantage of - I know I've never had to turn a crank handle in this game, or in real life. Auto eating and drinking too; click once to eat all. Auto jump, auto punch and auto drive: The first two are plainly ludicrous, and the last is preposterous. The first two aren't remotely useful or intuitive, and the last one is irrelevant. If you can't figure out why, I suggest you go back to your cave.

 

None of these are remotely comparable or relevant to the discussion.

 

Lone wolf and roam across the map with a finger of iron... apparently. Never seemed much trouble to hold down a key, unless I wanted to aim my character in the right direction and go afk. I've done the coin/key trick too, but not usually while on the map.

 

 

I seldom have to do it either, but I have found myself switching fingers whilst I run. That's surely indicative of a problematic control scheme if a short amount of playtime results in undue strain? This again is irrelevant though: I can with simple software or hardware additions - which technically would be breaking the rules - take advantage of an autorun feature.

 


<treating symptoms rather than causes is> not a big deal. But I don't get why they would want or need to support such behaviour by adding in-game auto-run.

 

 

Because they've already left the stable door open, and we're already doing it. It's much like the arguments against drug and alcohol use; is more harm caused by criminalising the substance abuse and forcing the individuals who do it to the fringes of society, or are we better to accept that things we might not deem desirable will happen whether we like it or not, and do our best to keep those individuals included lest we lose them to genuine, hurtful crime like theft?


I'm sure I don't need to draw the analogy in it's entirety.

 

In real life I can move my head at all times and I don't spring back up when crouching down. Walking is handled by not running.  :huh: But I can't put myself on auto-pilot. Those options you mentioned are not quite the same thing.

 

 

Joggers too will tell you that the act of putting one foot in front of the other will become rhythmic and require no effort - to a point. Locking the jogging state in by double tapping W is not really a stretch from the current control scheme. Auto run is not auto pilot; the user still needs to guide their avatar through the world, they just don't need to hold down one button.

 

I've always understood that the goal for DayZ is to make it authentic, not realistic - and the suggestion here would fit that schema very well without damaging the ethos.


The arguments for it amount to "I like it".

 

 

 
Except they don't: I've put forward multiple arguments and analogies in favour of modifying the control scheme to add this missing feature, and in response I've become more and more hostile to what have amounted to non sequitues. I'm yet to see a single, honest, compelling argument in favour of the current scheme!
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I'm yet to see a single, honest, compelling argument in favour of the current scheme

It's also as easy to say the opposite. It's a toggle function but is it really needed and does the design allow that? They played with raise weapon at some point also so you would always need to hold a key to have weapon up but it was scratched and there's still option to toggle that like always has been. That's an example of that the team even though to remove some toggle function from a game just because of design.

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I seldom have to do it either, but I have found myself switching fingers whilst I run. That's surely indicative of a problematic control scheme if a short amount of playtime results in undue strain? This again is irrelevant though: I can with simple software or hardware additions - which technically would be breaking the rules - take advantage of an autorun feature.

 

Same. I wouldn't call it undue strain.

 

Because they've already left the stable door open, and we're already doing it. It's much like the arguments against drug and alcohol use; is more harm caused by criminalising the substance abuse and forcing the individuals who do it to the fringes of society, or are we better to accept that things we might not deem desirable will happen whether we like it or not, and do our best to keep those individuals included lest we lose them to genuine, hurtful crime like theft?

I'm sure I don't need to draw the analogy in it's entirety.

 

Except lack of auto-run does not destroy lives, destroy the game, or drive people to hacking. Nor is the fact some people wedge items in the keyboard even remotely gamebreaking.

 

 

Joggers too will tell you that the act of putting one foot in front of the other will become rhythmic and require no effort - to a point. Locking the jogging state in by double tapping W is not really a stretch from the current control scheme. Auto run is not auto pilot; the user still needs to guide their avatar through the world, they just don't need to hold down one button.

 

Jogging is really not comparable to the ability to move one's head or crouch down without springing back up. Running several kilometers is on another level than turning your head, raising your arms or various other toggles.

 

I've always understood that the goal for DayZ is to make it authentic, not realistic - and the suggestion here would fit that schema very well without damaging the ethos.

 

In your opinion. Lots of folks disagree, and perhaps the devs as well, given that it's been 3 years and we haven't seen any form of auto-run in either mod or standalone despite numerous requests and the well-known "running simulator" gibes. I think it's safe to say they're aware of it, so they must have a reason for not implementing this very simple feature.

 

DoQFAkp.png

 

 

Except they don't: I've put forward multiple arguments and analogies in favour of modifying the control scheme to add this missing feature, and in response I've become more and more hostile to what have amounted to non sequitues. I'm yet to see a single, honest, compelling argument in favour of the current scheme!

 

Not one you find compelling. Moving around the map should require a modicum of effort. Running a long distances is supposed to be something of a nuisance. If some people decide to use macros, coins, that can't be prevented, but I don't see any good reason why it should be supported. 

 

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It's also as easy to say the opposite. It's a toggle function but is it really needed and does the design allow that? They played with raise weapon at some point also so you would always need to hold a key to have weapon up but it was scratched and there's still option to toggle that like always has been. That's an example of that the team even though to remove some toggle function from a game just because of design.

 

They now lock your weapon in the raised position either by hitting space, or by clicking the left mouse button once. I'm missing something here; what you said seems to be reinforce my point?

 

 Except lack of auto-run does not destroy lives, destroy the game, or drive people to hacking. Nor is the fact some people wedge items in the keyboard even remotely gamebreaking.

 

Turn that on it's head then; Being able to double tap W to toggle jog/walk isn't even remotely game breaking. Why then does it invoke such vitriol? I suspect it's because people wish to extend the flagellative spirit of game into it's control scheme. It's highly amusing from where I sit!

 

Jogging is really not comparable to the ability to move one's head or crouch down without springing back up. Running several kilometers is on another level than turning your head, raising your arms or various other toggles.

 

As was kindly pointed out to me above, so is holding your weapon in a raised position - yet I can toggle that quite happily. The Mosin weighs around 4Kg, whilst a sledgehammer weighs in at over 10kg. Holding these weapons raised should, if we try to be realistic, require a modicum of effort.

 

I don't see that happening because we're only trying to be authentic. After all, it's only a game.

 

it's been 3 years and we haven't seen any form of auto-run in either mod or standalone despite numerous requests and the well-known "running simulator" gibes. I think it's safe to say they're aware of it, so they must have a reason for not implementing this very simple feature.

 

Yep, my money is on that reason being Dean Hall. He's gone, and it's time for this question to come back into the open. As I mentioned before, DayZ standalone attracted a different crowd to the mod and to the Arma series, and this "design decision" as we're calling it is one I think should be brought into question. It's not as if having a toggle for jogging/walking is going to undermine the whole spirit of the game - Dean himself essentially admitted that the spirit of the game was undermined when the mod took off and people stopped cooperating and started murdering one another - it's now something totally different to what he first envisaged: A morality simulator.


 

Not one you find compelling. Moving around the map should require a modicum of effort. Running a long distances is supposed to be something of a nuisance. If some people decide to use macros, coins, that can't be prevented, but I don't see any good reason why it should be supported.

 

In your opinion. Navigating the map unaided does require a modicum of effort, but sadly meta gaming destroys that element of the game. I don't accept that denying the addition of an auto run toggle makes up for this in any way. As for why it should be supported, you answered that yourself when you mentioned that people will use macros, coins and other means outwith the developers control.

 

This isn't a request for an additional feature and so would not be a drain on resources to implement. It's already possible and would simply require configuration.

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They now lock your weapon in the raised position either by hitting space, or by clicking the left mouse button once. I'm missing something here; what you said seems to be reinforce my point?

It supports but as you can see design almost made it not possible and that's what no auto-run key can also mean. If they give us auto-run key then fine, I'm just against it like 3rd person but the devs somehow see that it brings something in the game which I don't see. It always also comes down to your personal opinion in these things in the end and is it worth to put any resource to implement some things no matter how simple they're. I can understand very well why there isn't auto-run key in some games and some games have.

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It supports but as you can see design almost made it not possible and that's what no auto-run key can also mean. If they give us auto-run key then fine, I'm just against it like 3rd person but the devs somehow see that it brings something in the game which I don't see. It always also comes down to your personal opinion in these things in the end and is it worth to put any resource to implement some things no matter how simple they're. I can understand very well why there isn't auto-run key in some games and some games have.

 

The only games I can think that shouldn't have auto run keys are games where it isn't remotely useful, as it is rare to require someone to run for any length of time. The same is true of crouching; most games in the FPS genre - which I only grudgingly consider DayZ to sit - don't lock you into the crouch position, as it's a counter intuitive control and squatting down in that position requires a modest amount of effort, reflected by the control scheme.

 

ArmA and DayZ don't do that. They are aiming to simulate, and nothing is gained by adding that obstacle. The same is true of running.

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