Original Message:   I am certain that "Always Run" always slows recovery time in all my versions of MM7. To test it, ...
... stand where the party is not near any monsters or NPCs. Note the in-game time. Turn "always run" on. Stand still, stay in real time, and hold down the attack button (usually "a") for a while. Count how many times the person in slot #1 attacks (say, 30 to 40). Check the in-game time again to see how much time has elapsed.

Now turn "always run" off. Check the in-game time. Hold down the attack button until the character in slot #1 has attacked the exact same number of times. Check the in-game time once more. It should be real obvious whether "always run" is affecting your real-time behavior. Either the same amount of time elapsed in both situations, or it did not. I simply cannot imagine a third result.

For the record, I have found that having "always run" on also affects my party in turn-based mode. It's a tested hypothesis. The difference is quite significant; about the same as the difference between "Adventurer" and "Warrior" mode in WoX (MM4 + MM5) and Swords.

The best thing would be to always walk. People need to learn some patience, anyway.

Just kidding. Holding "shift" down does not seem to adversely affect recovery times, though I haven't tested it since I rarely need to run *and* attack. I did play a game once where I pretended the monks were kicking, and required myself to run up to monsters before attacking. Tedious but very in-character.

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