i guess i’ve just missed it, but could someone please remind me why implementing distinct walk and run modes has been rejected?
yeah, i know about the “run mode” we have now, which is basically a monster proximity notification, not properly a run mode. what i am thinking about is pretty much a standard through the gamescape:
[ul][li]walking — slow but relatively quiet (also calories-efficient and stamina non-taxing wherever those stats exist);[/li]
[li]running — fast but noisy (and taxing on stamina or calories pool etc).[/li][/ul]
of course this is not an essential part of a gameplay, cdda is gull of fun stuff. but for me the decision to walk or run in game can be part of the specific atmosphere.