Shaken altfire?
Moderators: Jay2k1, DavidM, The_One
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- Senior Member
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- Joined: 09-03-2003 20:41
I think that not only a good idea but is also the only way it could work, other wise you have a nice spammy mess every time someone gets hit. In fact it has quite a nice effect to it.
For D getting the ball off is most important if the other team gets the ball back at least if it is far away your teamates have time to boost back(and O, except me :-p, are generally pretty go at catching the ball which leds to a little less spam).
But for O in general passes need to be spot on to work (because the area around the gaol is soo compacted).
So this would have the effect of giving D the advantage.
But i think if you do this that you should reduce deflection raduis (or what ever you changed) back down becuase it is a pretty harse double effect, becuase the best way to get around the longer deflect thing is to fake them out at close range (which often means you are hit).
Remember when balancing it is always best to test things out one at a time then combine to see combined effects. So that you can know for sure what causes what.
For D getting the ball off is most important if the other team gets the ball back at least if it is far away your teamates have time to boost back(and O, except me :-p, are generally pretty go at catching the ball which leds to a little less spam).
But for O in general passes need to be spot on to work (because the area around the gaol is soo compacted).
So this would have the effect of giving D the advantage.
But i think if you do this that you should reduce deflection raduis (or what ever you changed) back down becuase it is a pretty harse double effect, becuase the best way to get around the longer deflect thing is to fake them out at close range (which often means you are hit).
Remember when balancing it is always best to test things out one at a time then combine to see combined effects. So that you can know for sure what causes what.
Hmmm i dont see how it is annoying at all the way it is now. I hit someone and they get a pass off, who cares. In fact, it's part of the strategy that goes on betw defenders and attackers. Often times the attack needs that extra second to let a good play open up and their only option is to get hit once and then pass. Taking that option away just seems limiting.
So, the question is davidm, what is the purpose of it? You say that you feel helpless as a defender when the attacker has alt fire and 100 health? Even thinking as a defender i don't get where this comes from. If i'm guarding someone and they have 100 health and the ball my goal is to get a hit on them and keep the pressure on them in hopes they make a bad pass. The rest of my team should be covering up so what do i care if i get a hit on him and then he passes.. it just means someone was open. And still i'm happy cause i got a hit in and now they are down to 1 hit left.
Lets assume though that we put the rule in and after i hit the guy for .9 seconds he cannot pass or it will spam and go off target. This means the ball carrier has to wait until that exact time between .9 and 1.2 (when the defenders hammer is ready again) to get a good locked pass off? Is that what you are thinking? Seems a bit harsh don't you think?
For a while this thread seem to go in the direction of only shaking non-locked passes... i'm ok with this but i think it so rarely happens that i'm not sure it's necessary. The thread seemed to go back in the direction of shaking locked passes though and just theoretically it seems like a bad idea. But obviously in theory it seemed like possibly a good idea to you.. so i'm asking you to explain your reasoning a little more cause i don't get it.
So, the question is davidm, what is the purpose of it? You say that you feel helpless as a defender when the attacker has alt fire and 100 health? Even thinking as a defender i don't get where this comes from. If i'm guarding someone and they have 100 health and the ball my goal is to get a hit on them and keep the pressure on them in hopes they make a bad pass. The rest of my team should be covering up so what do i care if i get a hit on him and then he passes.. it just means someone was open. And still i'm happy cause i got a hit in and now they are down to 1 hit left.
Lets assume though that we put the rule in and after i hit the guy for .9 seconds he cannot pass or it will spam and go off target. This means the ball carrier has to wait until that exact time between .9 and 1.2 (when the defenders hammer is ready again) to get a good locked pass off? Is that what you are thinking? Seems a bit harsh don't you think?
For a while this thread seem to go in the direction of only shaking non-locked passes... i'm ok with this but i think it so rarely happens that i'm not sure it's necessary. The thread seemed to go back in the direction of shaking locked passes though and just theoretically it seems like a bad idea. But obviously in theory it seemed like possibly a good idea to you.. so i'm asking you to explain your reasoning a little more cause i don't get it.
You just got hammered. It makes sense that releasing the ball should be effected no matter how you release it. Getting hammered makes you out of control. Over time you regain control. What would be cool if the effect was also effected by time.
0.0-0.4 Wild
0.41-0.7 Moderate
0.71-0.9 slight
The longer after the hit - the more controled the pass or powerup. I think that would give the "hit" a more realistic feeling and be a nice addition to gameplay.
0.0-0.4 Wild
0.41-0.7 Moderate
0.71-0.9 slight
The longer after the hit - the more controled the pass or powerup. I think that would give the "hit" a more realistic feeling and be a nice addition to gameplay.
Hmm I sense a bit of Developer / Community tension. Perhaps this is why most developers don't get too personal with the community that exists around a game because they end up in a situation where they feel obliged to do what the community tells them to. Not what the developer themself feels whats best for the game.
Just a thought :p
Just a thought :p
actually i am part of that community, i dont see anything inbetween.
whatever
i am not just listening to the guys and do what they say, thats the worst thing you can do, people just say stuff and dunno the exact effect and how things affect each other etc...
just gathering opinions, then i gotta do something out of it. i dont care much for "do it", "please dont"; some people say useful things. when i see the change as good enough, i just do it, people will moan for a week (just for the fact that its different), they got used to it and everybody is happy.
im going thru that ritual for a long time now
people don't notice that it was a good change, until they got used to the new stuff and go back to the older versions and realize what a crap it was
whatever
i am not just listening to the guys and do what they say, thats the worst thing you can do, people just say stuff and dunno the exact effect and how things affect each other etc...
just gathering opinions, then i gotta do something out of it. i dont care much for "do it", "please dont"; some people say useful things. when i see the change as good enough, i just do it, people will moan for a week (just for the fact that its different), they got used to it and everybody is happy.
im going thru that ritual for a long time now
people don't notice that it was a good change, until they got used to the new stuff and go back to the older versions and realize what a crap it was
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- Senior Member
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- Joined: 09-03-2003 20:41
"people just say stuff and dunno the exact effect and how things affect each other etc... "
lol m8 don't forget that often you don't know what stuff will do too, some of these ppl have a good sense of gameplay balance too.
I would love to hear your answer to orb's question (it was well said, thoughful, and respectful so it deserves one). What i would really like is to hear what your ideas of the effects of it will be. I have given some of mine but I would love to hear yours.
lol m8 don't forget that often you don't know what stuff will do too, some of these ppl have a good sense of gameplay balance too.
I would love to hear your answer to orb's question (it was well said, thoughful, and respectful so it deserves one). What i would really like is to hear what your ideas of the effects of it will be. I have given some of mine but I would love to hear yours.
Last edited by theberkin8or on 22-04-2004 21:10, edited 1 time in total.
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- Senior Member
- Posts: 794
- Joined: 09-03-2003 20:41
where?
all i see that you said is "I always feel so helpless when the guy im attacking is using altfire, really not much i can do when he has 100 health. Think as defender, not only as attacker when you reply." which isn't exactally a list of effects and reasons. It is quite vague.
all i see that you said is "I always feel so helpless when the guy im attacking is using altfire, really not much i can do when he has 100 health. Think as defender, not only as attacker when you reply." which isn't exactally a list of effects and reasons. It is quite vague.
Last edited by theberkin8or on 22-04-2004 22:08, edited 1 time in total.