Offside not included?

Everything about Death Ball.

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f1end
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Post by f1end »

Originally posted by night
we do not have the ability to play 1v1 'beat the man in front of you'


This is why dribbling actually made the game better...i think an attacker should have SOME chance of getting past a defender, as it is, sprint or no sprint, he hasn't got a hope. With dribbling he had a small chance...although against a good defender he still isn't going to beat him that often.
beefsack
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Post by beefsack »

static means "not moving". lol, just dying to say that :p
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DavidM
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Post by DavidM »

"we do not have the ability to play 1v1 'beat the man in front of you"

with sprint you can
sprinting makes the game 2 times as complex anyway
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f1end
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Post by f1end »

David...with sprint u have a VERY slim chance...only if the defender in question has already drained his energy right down...which rarely is the case. :(

Can u at least try to 'play' with the value for speed change latency, i believe it is at 0.75 secs at the minute, maybe try it with a lower value, say 0.2, so dribbling is possible, but u still don't go at 100% speed. I'll gladly help you test this if you want.
Last edited by f1end on 21-03-2003 15:26, edited 1 time in total.
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DavidM
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Post by DavidM »

nah, has nothing to do with his stamina

i kick the ball over his head, sprint around him, catch it, shoot, goal
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f1end
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Post by f1end »

What, so if you shoot the ball over a defender, he can't also sprint after the ball...which would be slightly faster than your sprint, cos of the 0.75 second latency for your speed change?
NitrousOxide
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Post by NitrousOxide »

Offsides is a classic example of where making player's non-uniform would add positively to Deathball.

This could be done by creating 3 or 4 classes in Deathball (depending on whether you differentiate between keeper and defence). For example:-
Defence: 80% speed, 4 hits to die, 60 damage to ball-carrier
Midfield: 100% speed, 3 hits to die, 150% jump, 40 damage to ball-carrier
Attack: 120% speed, 2 hits to die, 30 damage to ball-carrier

Alternatively, the speed of a player could be determined by how much health a player has at any given moment in time. If this was combined with allowing a small amount of damage to be inflicted on a player when they have not got the ball eg. 5 points per hit, it would mean that as time progressed without a goal being scored, the wider the spread of player running speeds would be seen on the pitch (allowing for greater chances of breaking an offside trap).
Last edited by NitrousOxide on 21-03-2003 21:45, edited 1 time in total.
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DavidM
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Post by DavidM »

fiend, before he notices what you are doing it's too late for him
Cyph
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Post by Cyph »

Even so I don't think it's needed. You should be using your teammates to help you get past defenders, rather than yourself.

And even THEN it's possible to get past them without sprint. Robban's nearly perfected the art, and I'm getting better at it, but I'm not going to tell you how, in case you don't know.
beefsack
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Post by beefsack »

NitrousOxide wrote: This could be done by creating 3 or 4 classes in Deathball (depending on whether you differentiate between keeper and defence). For example:-
Defence: 80% speed, 4 hits to die
Midfield: 100% speed, 3 hits to die, 150% jump
Attack: 120% speed, 2 hits to die


ok, if you make attack 120% speed and defence 80% speed, then offsides would pretty much be impossible. the defence couldnt recover after a thru ball.
NitrousOxide
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Post by NitrousOxide »

beefsack wrote: ok, if you make attack 120% speed and defence 80% speed, then offsides would pretty much be impossible. the defence couldnt recover after a thru ball.
They could recover by using their sprint stamina and boosting. They were example values, perhaps a smaller spread in natural running speed would work better eg. 90% defence, 100% midfield, 110% attack
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HerbalTea
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Post by HerbalTea »

Desaster > I think what your refering to is the term called "icing" in hockey. There is a difference between off-sides , a 3 line pass and icing.

Go here for a simple explanation with diagram ( no explanation of 3 line pass, but you get the point)


And as far as the speed issue is concerned, thats what boosting is all about my friends!!
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Surge
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Post by Surge »

if we implimented any sort of damage/speed difference in the game it would destroy the intire aspect of fair play. Also you have any idea how lethal a boost would be from a player moving at 120% speed? you could probably clear the entire cube end to end if done right.

I can beat defenders w/o sprinting, a few more talented forwards can. Even against the best defense out there its not incredably difficult, you just have to play around and figure out how.
night
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Post by night »

DavidM wrote: "we do not have the ability to play 1v1 'beat the man in front of you"

with sprint you can
sprinting makes the game 2 times as complex anyway



you know im aware of that, im just pointing out the fact that no one else is
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Surge
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Post by Surge »

and that 90% of servers dont use sprint cause no1 can stand it...
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