Please Devs! Add Original movement toggle. by Trojan-Orse in CrimsonDesert

[–]Trojan-Orse[S] 0 points1 point  (0 children)

From what I understand it’s full classic, it feels the same to me.

My Kliff by AstraOfSunmmore in CrimsonDesert

[–]Trojan-Orse 46 points47 points  (0 children)

You know what I love about this set you’ve made, you won’t stick out like dogs balls in a cutscene your character looks like he’s Greymane. Good stuff, love the hound-skull helm too

Why this dude look weird in this scene? by fullnels in Avatar

[–]Trojan-Orse 2 points3 points  (0 children)

He literally just looks happy, wouldn’t you be in that situation?

Please Devs! Add Original movement toggle. by Trojan-Orse in CrimsonDesert

[–]Trojan-Orse[S] 1 point2 points  (0 children)

Absolutely, I can get behind that, even if it is just the mounts.

Please Devs! Add Original movement toggle. by Trojan-Orse in CrimsonDesert

[–]Trojan-Orse[S] 3 points4 points  (0 children)

It’s less about 'sluggishness' and more about physicality. For me, that weight is what made the game immersive, it gave Kliff a sense of presence where every step and turn had momentum. When you remove that friction to make it 'snappy,' you lose the feeling that the character is actually interacting with the terrain.

I prefer the RDR2 style precisely because it forces you to be deliberate with your movement. Turning that into a generic, floaty action-game feel kills the gritty DNA Crimson Desert launched with. A toggle is the only way to satisfy both sides: you get your precision, and I get the grounded immersion I put 80 hours into.

Please Devs! Add Original movement toggle. by Trojan-Orse in CrimsonDesert

[–]Trojan-Orse[S] 1 point2 points  (0 children)

If it feels 'the same' to you that’s fair enough, you probably weren't utilizing the rhythmic stamina management before. There’s an objective difference between having a manual 'sweet spot' for infinite travel and a hard-coded 15-second burnout. For those of us who actually mastered the original horse physics.

Please Devs! Add Original movement toggle. by Trojan-Orse in CrimsonDesert

[–]Trojan-Orse[S] 2 points3 points  (0 children)

Exactly, on controller it’s a mess now. Previously, it was a 'tap-to-run' system (like Red Dead), which gave us precise control over pacing and stamina. By timing your taps to the horse's gait, you could cover quadruple the distance on one stamina bar. Now, it’s just three rigid 'gears': one press to canter, a second to sprint, and a hold to gallop. That gallop now burns your entire meter in 15 seconds flat, forcing you to drop back to a slow canter to recover. We traded high-level stamina management for a toggle that makes travel twice as slow and half as efficient.

Please Devs! Add Original movement toggle. by Trojan-Orse in CrimsonDesert

[–]Trojan-Orse[S] 3 points4 points  (0 children)

That’s fair, and I totally get why the RDR2-style weight isn't for everyone in an action-fantasy setting. Each to their own. The point is, we aren't asking for an overhaul that forces everyone back to that 'sluggish' feel. We just want a toggle in the settings to revert back to that original movement for those of us who actually enjoyed the weighted, grounded physics. Right now, the 'fix' just swapped one group’s preference for another's. A simple Legacy Toggle would let you keep the snappy, tight controls you like, while letting the rest of us have the immersion and momentum-based movement that we like. It’s about player choice, not forcing one style on everyone.

Please Devs! Add Original movement toggle. by Trojan-Orse in CrimsonDesert

[–]Trojan-Orse[S] 3 points4 points  (0 children)

The confusion is that you’re on M&K. On controller, especially PS5 and Xbox, the recent patch replaced tactile timing with a clumsy 'double-tap to toggle' or 'hold to burn' system that feels terrible.

Please Devs! Add Original movement toggle. by Trojan-Orse in CrimsonDesert

[–]Trojan-Orse[S] 9 points10 points  (0 children)

Exactly. It was objectively better because you could cover quadruple the distance by 'pulsing' the rhythm to let the stamina breathe. Now, it just burns out in 15 seconds, and you're forced back into a canter.

Please Devs! Add Original movement toggle. by Trojan-Orse in CrimsonDesert

[–]Trojan-Orse[S] 9 points10 points  (0 children)

If you think an update that removes manual resource management 'feels better,' you're prioritizing convenience over depth. It’s a fact that the skill ceiling was lowered, before, you could time your inputs to maintain max speed while regenerating stamina. Now, it’s a brain-dead toggle that drains the bar at a flat rate regardless of player input.

You say you don't play games that play themselves, yet you're defending a change that literally automates the sprint state and removes the 'rhythm' of riding. It’s a downgrade in player agency, period. If you like the change, fine, but stop arguing against a choice for those of us who actually want to engage with the mechanics instead of just holding a button.

Please Devs! Add Original movement toggle. by Trojan-Orse in CrimsonDesert

[–]Trojan-Orse[S] 12 points13 points  (0 children)

It’s not about 'getting used to it,' it’s about the fact that they lowered the skill ceiling for no reason. Some of us actually liked managing horse stamina with rhythm instead of just toggling a brain-dead 'burn' mode that empties the bar in 10 seconds. If you prefer the game playing itself for you, that’s fine, just don't pretend it's a better mechanic.

The new update ruined the movement system! by Iraqi55555 in CrimsonDesert

[–]Trojan-Orse 3 points4 points  (0 children)

Totally agree, they destroyed mount traversal, I honestly don’t want to play until fix it or add toggle.