Today I logged into the tutorial as a day 1 player and went exploring the beach. As someone who created many worlds, I tend to toggle sprint on as a way to speed through sections i already know in exploration while evaluating new ones. one issue: i died to falls in the beach area tutorial area no less than 15 times hard sprinting off ledges. This was because I forgot I had perma toggled sprint on (controller for me, Xbox style, toggle walk run is mapped to LT), and with nothing but the dark void ahead and no adjacent ledge in sight, my risen would power jump at the nearest sight of a ledge as i was sprinting around the map vertically. It was quite annoying to know that if i want to sprint explore, watch out for the ledges cause the unit has no self-preservation and will long jump at the soonest given chance.
Suggesting a logical remedy: please add ledge protection for auto sprint toggle sprint. Hold sprint does not have this issue, as releasing the sprint button, stops all momentum, but toggle sprint treats all movement as preparation for a life leap! In line with this suggestion is designating an optional jump button, as one of the reasons i couldn’t climb up certain ledges is because i was toggled into sprint on.
and yes, i understand we are not meant to sprint across thin beams and high places, but my leaps of death came on regular traversal and merely being too close to a ledge as i moved vertically up the map?? this could be a ledge collision issue as well, as i was never pointing in the direction of the leaps, but rather rounding a staircase or corner and oops, leap of death.
One final suggestion is adding a walk to run animation on how the unit moves, to allow faster exploration without slow creeping everwhere. on light roll weight, the cerim walk is closer to a stealth walk speed in other games. it does get a bit ergonomiclly straining to always need to hold a sprint button for average traversal. and a ton of weapon movesets rely on being in sprint or in walk. speeding up the walking animation, adding a jump button, and or inserting a walk to run animation based on inputs are all good qol. but proper ledge protection for auto toggle sprint is a must.