Originally Posted by Diacri
As this is a TURN BASED COMBAT GAME speed does not affect combat, hence no issue regarding balance...
WHAT it DOES affect is EXPLORATION PLAYABILITY. The FASTER we can RUN and the EASIER it is to RUN the faster we can explore the expansive world.

That expansive world is going to be explored over the course of your playthrough anyway, regardless of the movement speed. An argument could be made that a faster speed could result in a world that feels smaller or even missing hidden items/events by racing through an area too quickly.

Originally Posted by Diacri
This game has a few major issues:
1 - RUN is based on the distance the mouse is from the character. The further away the click is the faster, the closer the hold click the closer the movement is to walk. This control element is fine for a joystick, but not click and play!
2 - The RUN mechanism needs to be a TOGGLED ability, e.g. CAP LOCK. When on you RUN, when off you WALK. Having the mouse mechanism be based on distance from character forces me to click a whole assortment of windows on the boundary of the screen by accident. I want to RUN to a location when I click near my character.

I don't have a problem with people having the *additional option* of a walk/run key-toggle, but I like the fact that the speed scales depending on the distance of your mouse. You don't have to click very far from the character to achieve maximum speed, and it's nice to have those transitional speeds below that.

Many games do this with their movement animations, and I actually get annoyed when mouse+keyboard users are limited to walk OR run while gamepad users playing the same game can enjoy those two speeds and everything in between.

I'm really happy with everything about the movement in Divinity : OS, to be honest.