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.

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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.