A LOT of players are reporting "odd" behavior in the game with regard to how run speed is being interpreted. Just in the last couple of days I've seen the following odd behavior, which seems to support there being some general problems in how the game is currently interpreting the "Run Speed" stat.
My MP normally has a run speed of around 77. Nothing spectacular, but not hideous for an Atrox. When I need to get somewhere quickly, until I can spend the IP to use my Kodiak, I usually get a run speed buff from a fixer.
Last night, I got "Hack Grid Vector" from a fixer, which increased my run speed to 267 (as shown on the stats display). Yet actually running did NOT appear to be substantially faster than I was doing at 77. I had a fairly long distance run (on roads) to check it out, and while I'd say there was a slight increase, it was barely perceptible.
I made a point of checking right as "Hack Grid Vector" wore off, and despite my run speed stat dropping back to 77, the speed decrease was indeed negligible back to my "normal" run speed rate. I did try stopping and starting again bost post-buff and post-buff-expiration. I also tried switching between walk/run mode at both transitions. None of it appeared to make a difference.
Considering that 267 is nearly 4x the run speed I normally have, I would expect a far more dramatic change (and recall the change being far more dramatic in the past). As it is, there's little point to even get the buff given how little practical difference it makes. And yes, friends with Kodiaks are also reporting similar problems with "ground speed" differences not yielding much actual difference.
Travel in the game gets more tedious and time-consuming by the day. Hidden nerfs/bugs breaking run speed buffs just make the game all that much more tedious. Onorous Vehicle skill requirements make the use of vehicles, 30000 years in the future, something restricted to an extremely exclusive set of people.
Please fix Run Speed buff problems. At the least, this would make things no more tedious than "usual", as right now things are a LOT worse.
Long-term, vehicle requirements need reduction. There is simply nothing to be gained by making ownership far more trivial than ability to use vehicles. Particularly when so many vehicles yield such "minimal" speed increases. If folks can BUY the vehicles, aside from perhaps somewhat-more-plausible higher air vehicle skill costs, there should be no reason they cannot USE the vehicles. The way the game works now is just wholly counter to how vehicles work in the real world.
The whole concept of "most should endure tedious, slow travel" is horrifically counter to "fun" in any practical sense, yet this game is mired in that concept.
It's awfully hard to believe that 30,000 years in the future, the use of vehicles (including motorized ground vehicles) will have returned to something resembling the very earliest days of "personal automotive transportation" in terms of accessibility and benefits.