One of the thing that I guess never changed in TSW is the way you walk. I play this game for years now and every time I walk I still feel like some drunk person falling of the platforms. I don't understand passengers don't storm of the train when they realise the drunk person is also the driver. I know this is not a shooter or action game but walking should feel like walking.
The player character is set to run by default, so you can always change this - or hold down SHIFT if you're playing on PC.
What do you mean exactly? How should walking physics be improved by your opinion? Not quite sure what you mean with drunk feeling. If I walk the POV camera is fixed and rigid upfront.
Running is the same thing. When it used to be walk by default I always ran. The first person view does not feel like a controlling a human being rather a stick with a camera on top Hard to describe what exactly is wrong. Best comparison is a first person shooter I guess. I don't bump into everything in first person shooters. In TSW you bump into stuff or fall of platforms. I feel very clumsy in this frist person view. something is not like how first person should feel. For instance when you bump on to another passenger there is no bump. I have played games where you can walk through a crowd and it feels like walking trough a crowd.
So you want more wiggle of the body? But isn't that exactly the opposite of the drunk driver example? TSW's NPCs are very strange in general. No big face movements, no talking, no collision animations when they run into things/the player. I played games with better character animation and behavior almost 20 years ago in the mid 2000s.
I'm not sure if it's wiggle of the body, it could also be no FFB when walking. The bumping into objects and falling of platforms feels really odd. I think I also noticed this in the video where a real driver was playing the ECML for the first time. The first thing she did was fall of a platform. I found it at that time remarkably that she had the same fist experience I had
"Wiggle of the body" - hilarious! I see no issue with the current system for walking, although I don't think you are going crazy - there may indeed be an issue that we are unaware of. I have never played a first-person shooter - but is it possible that the TSW view is too wide? I remember seeing someone playing a first person shooter (albeit, a long time ago), and from what I can remember, their field of view was quite low.* Could it be that you find yourself controlling the head from the wrong place? What I mean is that when you move the mouse, is it kind of like dragging your face over to where you want to look, or like turning your head from the middle (where your neck would be)? I don't actually know which of those is the correct way of doing it. Is it possible that the TSW walking speed it too fast? It is certainly faster than I can walk. I also find that the TSW character is much taller than me - so all the trains look really small in comparison. Could this be part of the issue? I might just be short. Could it be something to do with a controller? I play on PC, so use WASD to move, but the train driver was using a controller. It is entirely possible that TSW walking is optimised for PC, but not for consoles. Do you use a controller or a keyboard? *Now that I think about it, it is possible that the person was using a sniper - which would probably reduce the FOV.
Well it’s not like you’re walking with a real avatar as in Fallout or GTA. Just a disembodied soul forever doomed to float 1.5m above ground level forever , like the mythical Roman soldier!
This seems like one of the things I'm trying to describe. Something indeed feels off when you turn your head to look at things. When I read the topic about passenger behaviour I also read a lot of comments on walking, not getting passed passengers and falling of the platforms
It's funny because recently when I've been walking for longer in the game (changing ends on a long train, walking between stations to try and find a certain thing like a collectable etc.) I've felt rather sick in a way I haven't when driving or when walking IRL. I don't know what/why it is, but CODM for example doesn't have this problem IMO.
By "wiggling" to you mean the "swaying motion" of walking? I'd say that's the opposite of being "drunk" but yes I get what you are saying. That's because they don't program a whole avatar...they program a point in space with a VERY basic collision "box." They could always invest more into improving that but the question (as with any development)...is why? Is there enough call for the change (and increased sales) to justify stopping work on other projects to do that? Which loco or route would you have them stop work on in order to redo the character avatar? It's more of a "neat feature" rather than a signature, detailed thing. 90% of people wouldn't likely notice since they don't even leave the cab in general use. I suppose if MAYBE it became a "signature feature developed just for TSW5" they could TRY to use it to sell more copies? I think if they were going to invest in that, they would be better off to go whole hog and use that to jump into multi-player (since you'd need physical avatars to see to do that.) That's something there HAS been a lot of call for, even in a limited fashion. However, a physical avatar when you can't even see yourself and this one works... 80% well... doesn't have a huge push to change.
I had a look at the roadmap but there is only one upcoming UK route on there and it's not by DTG so I would suggest to stop working on the one after that as there are already many UK routes. Damn you triggered my imagination. Sure they could build it to sell more copies. If there was like this avatar thing build like you explain you could go all out with this game. More tasks as a driver. Also the very demanded ticket job a lot of people like could become way more immersive. Storylines, Costume DLC's I see an entire world of train simulation come to life with T-bucks to buy cosmetics for your avatar. You are really on to something. Will TSW5 get new avatars? Just kidding, whenever they find some time to look at it because what you propose as the fix sounds rather intriguing so I am all aboard with your suggestion. Let's do that
I dont mind it how it is, just thankful we got interactive 3D cab and the option to walk around and do stuff
I don't have any issues with it, but i play a lot of video games, and have for 40 years lol. I could see someone who only really plays vehicle sims, or games from the isometric perspective finding it a little unweildy though First-person controls and movement have evolved quite a bit over the past 10 years, but TSW's implementation is decidedly basic and old-school compared to CoD or something like that. Fwiw, the FOV can often be the reason for nausea from the first-person perspective- might be worth adjusting for that poster to see if it helps.
But when people say they don't have any issues with it do they also mean they don't have issues with passengers being rude and will not let you pass like walls or is that not the same thing and a different issue?
I imagine it would be a different issue. My understanding is that you have issue with the way walking feels (falling off platforms), which is different to where you can walk (passengers blocking the way). I quite like having to squeeze past crowds at Elephant and Castle - less so in real life.
I agree. Sometimes this is fun. But I also already had cases where I couldn't even go to a different platform because NPCs blocked me from at going up or down at the stairways.
I had one case where they just kept on spawning in high density on Dresden main station. It was hilarious to not being able to get through. Imagine this: Dispatcher: "Why does the train still stands there?" Driver: "I can't... The passengers don't let me enter the platform!"
Could be some different issue but it thought collisions (bumping into stuff) would be part of this physics. I guess passengers don't know I'm there and probably have no code to get out of the way when the most important person in the game passes.
I'd add a "horn" button for walking, to which the standard NPCs would react by moving away from the path (the direction you are looking at, or the vector of movement). Non-standard NPCs / "dioramas" would be unaffected. It doesn't need to have any sound attached, and it could even use the main horn key binding on the keyboard (since SPACE isn't used for jumping). If NPCs had this functionality, then they could also move away from platform's edge when you sound the horn in the loco.
Walking around on some stations has become a chore due to the out of control swarming of the zombie characters, including some invisible zombies, impeding swift movement around the place. Other than that, I’m not sure anything is particularly wrong with walking for the player character. One of the biggest uses I have for walking in the game is after a service it is nice to return to free roam, hop out of the train and wait for it to continue its journey as AI and maybe stick around for a short while watching other comings and goings at that station.
I just figured not being able to get around the mass of passengers pushing and shoving in the stations was an intentional part of the game =-) If you don't like it in the UK, you REALLY won't like it on the Japanese routes coming up! ;-) Talk about crowded!