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petertohen

Character turning

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Hello,

I'm sure we all know of this exploit of running characters. Since momentum doesn't get preserved and there are no restrictions to the way you turn, you can basically move in extremely fast zig zags, which in addition to the desnyc and lag in the game often makes players move around in the most illogical ways imaginable.

I have noticed that streamers like Lirik (https://go.twitch.tv/lirik) constantly use this exploit (or strategy, whatever you wanna call it) to run up to geared people, dodge their bullets and knock them out. I think this is kinda nonsensical. Irl you wouldn't be able to run up to a person who shoots at you with a shotgun and then beat him up because stopping and turning always takes a while. 

A simple way to try to fix this would be to limit turning speed, depending on how fast you are moving. So for example while standing you would have no restrictions at all, while walking there would be a slight restriction so you can't turn 180 degrees immediately and while sprinting it would be restricted even more. Running players would be able to run in curves (like in real life) but not change directions instantly.

 

Edited by Dancing.Russian.Man
Changed topic title from "help me!" to "character turning"

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Turning speed was directly addressed in the latest (Sept 26) status report. I'm going to quote a part of it, please go read the rest to get the full picture (literally, there are gifs).

Quote

Last but not least, we've recently implemented turns to the movement itself (until now in 0.63, turns was only in idle) which is a game changer. It simply prevents zigzagging (which is used for dodging bullets) by limiting character rotation speed and adding rotation radius to turns while the player is moving. It’s scaled with character speed - the faster the movement, the bigger the radius is. There are still some issues that we are know need to be ironed out (in reality, nobody can see their back while doing 180 degree turns) and there is a bunch of missing features which will make it better and more visually pleasing (like tilting the character while making turns).

 

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On the matter of character turning. It says it's scaled with character speed which makes your turn radius larger the faster you're going right? Why not make it so turning sharply while moving staggers your character speed instead? I mean try it in real life you'll know what i mean. When you run and try turning 90+ degrees you automatically brace your body with your leg to prevent falling from inertia. Just throwing out them ideas.

edit: just realized i described your regular inertia based movement.

Edited by DannyDog

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