Talk:Walking

Reference content
In case the TS forum posts will be deleted, here is the content of the reference to Craban's story:

I'll try to give some further explanations concerning how speed worked and works in Tibia. This will illustrate a little more the findings of Romeo Taneth II which are correct, but this may become a bit technical, so bear with me. Ok, Tibia is a tile based game and it calculates everything in a certain order that has a fixed minimal timing. I will avoid going into details here since this is all you need to know: Speed was and still is calculated tile per tile, but never faster than the fixed minimal timing. The speed development of characters so far was linear and unlimited with level. That combined with what I explained above means that actually, there is already a technical maximum to how fast your character can really get, even if your speed value could still imcrease more than that. It means in fact that for example a knight of level 436 in the real servers on standard floor can reach that maximum when he casts charge. Mages can also already reach that limit with great haste with a level of 496+. Since most high levels constantly use great haste, that means that already now, all mages above level 496 have the same speed and there is absolutely no change anymore with further level ups. Now, the technical circumstances I mentioned are also the reason why there are and also will be in the future effects like speed boosts or certain levels where speed modifiers like BOH or haste spells work better, and some where they actually do not work at all. This also accounts for such varying effects being different depending on the floor you walk on. You go in with your base speed value, then add and subtract all modifiers to that value, including the floor, and that result then gets put into the actual formula for speed and calculates your end speed. That is then the value for how fast you should be, however, if that speed is not totally in sync with the technical restrictions (e.g. you would be faster to pass one tile than the minimum server timing or your speed value reduced to speed per tile does not round right), then you will loose actual speed compared to nominal speed. In addition to that, of course, your latency plays a really big role because as I said, movement is calculated from field to field, so if your connection to the server is laggy, then you loose that lag time for each step you take from your nominal speed. This has a specificly big impact on cursor walk and much less on map walk. In fact, there are a few little latency issues that basically mean that no Tibia player will actually really be able to have a character walk with the actual nominal speed, but will always loose some speed on latency effects and other limitations that come with a game that is played online. This is by the way where monsters have an advantage over players, they don't have latency, so they really walk with the speed that they nominally have. So yes, one character is very likely to not be similarly fast as another, and he may not even be similarly fast today as he might be tomorrow. The new formula cannot change these technical restrictions, changing those would basically mean to program Tibia again from scratch. What the new formula does is change the linear increase to a curve. This means on the one hand that the technical maximum can still be reached, even though it would be at a much higher level than now. It definitely means that no currently existing character is near that speed limit, even with all speed modifiers he can stack at any one time. It also means that the resolution of nominal speed gets a lot finer with higher levels, thus the rounding effects that I mentioned concerning modifiers and floors will shift. There will still be those effects, but they will be at different levels and of different magnitude. This is really something that will probably stay for good.

-- Bennie (talk ~ fellows) 20:59, January 16, 2013 (UTC)