About the models
Moderators: Jay2k1, DavidM, The_One
About the models
Ok the thing I would love to see with these new models is a goali uniform
something like that, Its appealing in real games that the goalies look different and in DB its like the players are keeping
Also
Like messy or onge said (I think) not dodging, but real saves like this
Dodged are a bit too static I think, real saves with fingertips etc would be nice, maybe add an extra element to it, pressing left + ctrl = stretched save
pressing left + alt = a block save.
the third thing:
I found it nice that in ut2k3 the defenders were mostly fat and the attackers had skinny models/skins. This made the attacker look slim and the defenders a bit stronger and it kinda fitted the entire def/attack thing.
think about it o/
something like that, Its appealing in real games that the goalies look different and in DB its like the players are keeping
Also
Like messy or onge said (I think) not dodging, but real saves like this
Dodged are a bit too static I think, real saves with fingertips etc would be nice, maybe add an extra element to it, pressing left + ctrl = stretched save
pressing left + alt = a block save.
the third thing:
I found it nice that in ut2k3 the defenders were mostly fat and the attackers had skinny models/skins. This made the attacker look slim and the defenders a bit stronger and it kinda fitted the entire def/attack thing.
think about it o/
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- Posts: 118
- Joined: 09-03-2003 06:17
If a keeper was using the 'wsad' keys for moving, q and e could be added to the keeper control keys to give true dives as the dodge move (through double taps)...
q= top left
w= top middle
e= top right
a= bottom left
s= bottom
d= bottom right
While on the subject of keeping, I've always thought that it would be far more interesting if keepers were not able to catch the ball by default, as in they have to correctly time a press of a mouse button to hold the ball (otherwise they fumble it, similar to holding down secondry fire when passes to, but perhaps toned down a tad). Obviously, the key to a change like this would be to set a fair volley radius for the keeper:p
q= top left
w= top middle
e= top right
a= bottom left
s= bottom
d= bottom right
While on the subject of keeping, I've always thought that it would be far more interesting if keepers were not able to catch the ball by default, as in they have to correctly time a press of a mouse button to hold the ball (otherwise they fumble it, similar to holding down secondry fire when passes to, but perhaps toned down a tad). Obviously, the key to a change like this would be to set a fair volley radius for the keeper:p
- n00bs_own_Madogg
- Posts: 91
- Joined: 28-04-2004 07:26
firstly.
what about in pubs when different players are keepers. you want people's models to change everytime?
secondly.
click to catch is a bad idea. for newcomers and for most people in general, keeping is hard enough already. Harder than any other position.
ideas such as these as well as different direction dodge buttons will not make it any easier.
bad ideas imo
i think creating a custom animation for keepers would be more effective. so if dodges 'look' more like dives, it might be quite cool.
what about in pubs when different players are keepers. you want people's models to change everytime?
secondly.
click to catch is a bad idea. for newcomers and for most people in general, keeping is hard enough already. Harder than any other position.
ideas such as these as well as different direction dodge buttons will not make it any easier.
bad ideas imo
i think creating a custom animation for keepers would be more effective. so if dodges 'look' more like dives, it might be quite cool.
Too much impact on computer if models keep changing
It's also less obvious than the yellow thing, and combining is obviously not going to work
As for everyone trying to suggest changes for keeper controls..why? O_o only to add more realistic dodges? lol
Keeping is hard enough and well, different models animations could be made for dodge I guess =\ shouldn't be hard, but should be priority ^^;
But how do you want a keep to stretch out so far and dive on the scale of a small deathball goal? he'd just be moving a slight bit in most cases (stopped by the post), in which he will have to unnaturally stretch out (aka actually spin sideways 90 degrees) in the air, to then land on his feet fully to go on moving o_O
...impossible =\ both wouldn't fit deathball, no matter how great they would be /o\ they would seriously damage gameplay
It's also less obvious than the yellow thing, and combining is obviously not going to work
As for everyone trying to suggest changes for keeper controls..why? O_o only to add more realistic dodges? lol
Keeping is hard enough and well, different models animations could be made for dodge I guess =\ shouldn't be hard, but should be priority ^^;
But how do you want a keep to stretch out so far and dive on the scale of a small deathball goal? he'd just be moving a slight bit in most cases (stopped by the post), in which he will have to unnaturally stretch out (aka actually spin sideways 90 degrees) in the air, to then land on his feet fully to go on moving o_O
...impossible =\ both wouldn't fit deathball, no matter how great they would be /o\ they would seriously damage gameplay
Btw: something only slightly relevant:
I hate the way the colour of those that spawn is exactly the same as the colour the keeper gets o_O
And it's both kind of in the same area so it's confusing and generally not needed ;p doesn't look professional imo ^^; just a small thing.
And CripTonic: Dude, keeping is the hardest position already..please don't try to make it harder =)
I hate the way the colour of those that spawn is exactly the same as the colour the keeper gets o_O
And it's both kind of in the same area so it's confusing and generally not needed ;p doesn't look professional imo ^^; just a small thing.
And CripTonic: Dude, keeping is the hardest position already..please don't try to make it harder =)
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- Member
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