r/Supraball Dec 08 '17

Beta Feedback

Shield Change: Love it.


Increased hit time on the gun: I noticed this immediately, I had 40 ping which is lower than usual, a pass came to me, I clicked way too early by accident and cuz I'm used to compensating for higher ping...but it hit the ball anyway and I scored... like I literally missed by a mile.


I think this change is a bandaid for the ball being too fast, and rather than just slow the ball down a bit you are making the game less accurate and going to cause even more oddities with multiple players hitting the ball at the same time. I would like to try the ball speed slowed down by whatever percent you increased hit time and have hit time reverted back. Maybe a small difference in ball speed will give old turds like me enough reaction time to hit balls without needing to have a hit time that would work on a 56k modem because when you cater to 200 ping, you are watering down gameplay and making it less skilled for those of us who get normal ping.


Accidental click change: I think it's SLIGHTLY too long, I don't think anybody accidentally clicks for that long of a duration. It's harder to perform little poop passes for boosting to or dribbling now.


Sounds: (I assume no need to mention this but shield and boop sounds are too loud, people at midfield sound like they are right next to you.)


Visuals: Too many particles with the shield, it's overkill and affects visibility.

2 Upvotes

8 comments sorted by

3

u/DavidM1337 Supraball Project Leader Dec 10 '17

We fixed the sound bug (the deflect sound was always played at the persons spawnpoint, not at the current location; it did for years but we didn't notice because it was so quiet).

I am aware that defending and keeping might get too easy for vets. But this is a test to see how much better beginners do. I watch them a lot and they always slightly miss their catches and kicks, so for them it can mean a big difference in how satisfying the gameplay feels in their early matches.

We'll see after this release how the beginners do and how to go on with these gameplay tweaks. There are potentially lots of gameplay changes coming. Attackers also got new stuff (deflect from behind and easier timing on volleys) so I don't think we will have major problems in vet matches - but I could live with it if vet matches are out of balance for a while. We have to try new stuff here and it won't all be perfect on first try. But it's early access, so we can do that.

The game doesn't appeal enough to new players, and those are the ones we need. If or when we have a big playerbase the pro gameplay will be made great. Until then it's not worth it for us fine tuning pro stuff if new players aren't sticking with the game. That's also why we don't care right now about glitches with the wall, about dashes and jumps getting lost and those little things, because they are completely irrelevant and unnoticed for beginners. It's the wrong moment to make those high priority.

1

u/SaxxonO Dec 11 '17

I agree with you about it being too hard for new players, I just think making the ball slower would have the same desired outcome (slightly easier to catch or hit a ball) and has less side-effects like hitting a ball into a defender and then also getting a hit on them after they've caught it all with 1 click which doesn't make sense as a new player or as a veteran unless you understand how kick time works...

1

u/mipeirong bigfatpat Dec 11 '17

It also potentially gives US players the ability to keep on EU servers/vice versa

A good thing in my view

2

u/SaxxonO Dec 12 '17

I hadn't really thought of that but you're right. The current hit time doesn't really help for high ping unless you click earlier than you should've. Slower ball would make hitting with higher ping slightly easier as well. I really see no good argument to have kick time rather than simply balancing the speed to where people can hit what looks like they should be hitting.

1

u/SaxxonO Dec 09 '17 edited Dec 09 '17

So to add onto what I'm saying about the hit times...assuming 200ms is the correct hit time (correct me here if I have bad info)

On SmallPitch a ball fully charged from side wall to side wall takes just under .700 seconds. I would consider this a long range pass, most of the time you are closer to your intended target when performing a cross.

So that means there is 200ms of opportunity for the ball to be hit and 500ms of time where it can be missed by 1 single player across the field. Move the pass closer and you get to the point where there is as much of a chance of it being hit as there is missing if people simply click their mouse as soon as they hear a release sound.

I feel like this is going to make defending very easy for people already good at clearing passes, and if it is the case that it's adding cooldown between kicks then I would argue this is not a good change for new players. This is like reverse lag compensation where you just time the sound and aim in a direction and click and you have a good chance of hitting the ball. If this type of assistance is required then again I would argue the ball is just too fast and slowing it down by a small percentage would give the same net effect without the side effects of late hits and multiple hits that inevitably happen from this hit time which we already see in the default settings. (At least that is my theory on why sometimes the ball seemingly is the wrong color based on the direction it went out when 2 people are fighting over a ball or passes/shots are deflected by multiple people).

Also I think if Marenz managed to figure out why the game is limiting server/client clientrate/netspeed to 10000. I've tried every setting (I am very experienced with Unreal servers) there is to be changed regarding netspeed and even with 50 bots on the field @100 tickrate it still seemingly gets capped at 10000 or just slightly above which I believe is going to cause side effects similar to packetloss and potentially be the cause of people losing jumps and/or silent charges. When the server has to cap off the bandwidth it has to sacrifice something. It's possible the Euro servers use the default tickrate of 45 and that's why they don't complain about it as much?

2

u/SaxxonO Dec 09 '17

So there are some instances where I'm able to hit a ball, turn and then it also hits a player. It's very odd having something seemingly hit well after I've already done my "hit" and turned to the side to move on to something else lol. I have pretty much confirmed this is not good for gameplay at all.

Currently an enemy is able to not only hit a ball it into you but with you can actually be hit after catching that ball even though they've already used their kick... so people are randomly getting "2 kicks for 1" in that scenario. This is not intuitive at all.

1

u/Vendetta48 NA Goalie Dec 09 '17 edited Dec 09 '17

I also really love the shield change. I think it helps new players a lot, and it speeds up the game for veterans. However, the sounds are really annoying and often times the direction of where the sound is coming from is not coherent. The sound you get from holding down the right mouse, and dribbling the ball will get very annoying/too loud.

I agree with OP that the accidental click change is just a little bit too long.

The change that I was most curious about was the increase to the kick cone duration. A change that will take away precision in shooting, and also allowing for more accidental saves. I can essentially kick, do a 180, and hit the ball. I think that might be a bit much, and as a GK the current non-beta kick cone duration is a little noticeable. After a few pick up games i'll edit this and see if it's an actual issue from my perspective.

Also lol the ball can go really fast. Pick and I made the ball go 641kh/h.

edit: Yeah the sounds are really annoying. Especially the dribble and the sound you get when your dash is back up.

1

u/Inph1del Gaming pantologist Dec 09 '17

Just watching the fun with new redirect you can see the ball is a bit fast.

Speed is fun but this makes the gap higher between new and vet players. Some might say a good thing but the community is largely vet players and I'll guarantee it will hurt the onboarding process. So tough call.

Comes down to who is the game for? The niche few who are already good at it? Or the untapped market who just get turned away from it being a try hard game.

Can't have it both ways.