Summary: Player movement actions (run, walk, climb) continue long after keys have stopped being pressed.
Version: A17 - B240 (Note: was in previous experimental builds as well, at least as far back as A17 - B208)
Platform: PC
OS/Version: Linux (Ubuntu 18.04.1 LTS)
Game mode: Single player on local system in NAV
Did you wipe old saves? Yes
Did you start a new game? Yes
Did you validate your files? Yes. Validation successful
Are you using any mods? No
EAC on or off ?: ON
Status: This was reported in a previous post by me in "A17 - B208" as post #694. I'm reporting this again (I feel a little silly reporting this

) to provide additional information as there may be a basic "workaround", or at least some helpful info should anyone find this.
Bug Description:
Player movement continues in the "last direction moved" after user releases keys or moves in other directions for an extended time.
Reproduce steps:
See post by me in "A17 - B208" as post #694 for details ->
https://7daystodie.com/forums/showthread.php?96766-Alpha-17-Experimental-B208-bug-reporting-thread&p=897893#post897893
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**** BEGIN ADDITIONAL INFORMATION / ?WORKAROUND? ****
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Summary:
The "workaround" may be to *not* expect similar graphics settings as you were using on A16. Try lowering it a *lot* and see if it helps. Kinda obvious, and I've seen many people talking about their fps being low(er) on A17 vs A16, but I've only seen a few bug posts complain about the "sticking keys" issue on A17 (seems like only Linux users) so maybe there is something additionally occurring only Linux? I actually hope there's an actual bug somewhere

. I was not expecting how much more this difference was on my system between A16 and A17 so I was not setting my graphics low enough to compensate and I was seeing the odd player "queuing movement/sticking keys" occurring.
In the previous A16:
I played the game (easily) on my machine in full screen mode at the built-in "medium" resolution (all other video settings the defaults). Putting it into "high" resolution caused infrequent crashes/freezes which is why I chose "medium".
In A17:
I can play the game on "high" resolution at 20 fps as long as there are no buildings nearby (like, in the desert). The "stuck inputs" issue is very light but manageable (player may move for an additional 1-2 sec after keys are let up). When I get to a city with a Dishong Tower, the "stuck keys" issue becomes very bad. I actually manged to go 1/2 way *around* the outside of Dishong tower without pressing any movement keys (after running up to it). Additionally, frame rate drops a little (about 15 fps) and movement is jittery. This would expected on a taxed system but the other actual game "movement" (like zombies) looks normal (not slowed down look/feel by a struggling graphics card/CPU). When I set it on "medium" graphics settings the key input lagging/sticking still an issue (it's still not very playable when trying to loot or fight/run from Z's) but its not as bad as on the "high" though its very close. Putting graphics into "low" the issue is even less noticeable. I was able to get it into a "playable" state where it felt more like the old a16 release by putting it on "medium", lowering a few things to make it a "custom setting", and also significantly lowering the screen resolution. At these settings I'm getting ~35 fps in the city near the Dishong tower I'm at. It doesn't look very pretty though

. If I put it on the "low" graphics setting and at the lower the screen resolution to what worked on my "custom" setting the issue goes away completely.
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**** END ADDITIONAL INFORMATION / ?WORKAROUND? ****
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Actual result:
Character movements appear to queue up the longer you hold down movement keys.
Expected result:
Character movement actions do not build up and execute many seconds after performing them. Movement in multiple directions is responsive to keypresses in near real time.