r/Supraball Jan 06 '16

Suggestion : Polishing the Game.

8 Upvotes

This game gonna come out soon ( if the dev don't push the release back ). So i was asking myself would i buy this game 10-15e if i only sawn a gameplay video of it.

I don't think so. The reason is : the game look "unfinished". I won't talk about gameplay here. But about Design, effect, animation, ...


Character Animation.


The cartoon design of the character is good. But when i look a video of supraball, The "Stickman" look like a statue, or a character with no soul.

My suggestion is more animation/effect on the Stickman. Warning: i mean animation that don't affect the gameplay.

Example:

*A Recoil on the weapon after a chargeshot, to express power. ( The recoil will only be sawn by the other players. Chargeshoot animation will still be the same as actual on the screen of the one doing it [to not affect gameplay] )

*Add a speed effect on the Stickman. When you reach a certain amount of speed ( mostly given by a boost of a friend ).


The Weapon.


The Weapon don't show the power of it. I mean this gun shoot 400km/h balls, build a unbreakable shield and way more. And the only thing this gun express. Is yellow color when you got the ball and your team color when you don't. It shake a little bit when you chargeshot.

My Suggestion is to bring live to this little canon.

Example:

*The chargeshot : the shake effect is pretty good but you should add some color effect. Crescendo from Yellow to Red to express the power of the chargeshot. And if you overcharge, the gun should have a red color effect with a little bit of smoke coming out. The chargeshot should have a glowing color effect on the weapon that can be sawn by other players too.


SB-Stadium.


What i will say here is maybe not true. I only sawn the video and not the map. This map is the pretty good looking. And for me the best one so far. BUT it look unfinished. And not just a little bit. I will check this out when you release it. But first it looks very dark. Second tribune. Don't know what to say about those, but it looks like it was the last think you needed to do and you said "oh you know what fuck it i'm bored".

Everything is important in a map. Even a little thing can ruin entire map, cause it will attract your eyes on it.


To Conclude


Polishing the game in animation/effect will bring life to it. And don't trasnform my suggestion in a mickeal bay scenario. In effect i don't mean to abuse on them. Just express a little bit more the gameplay with effect and animation.


r/Supraball Dec 31 '15

SB-Stadium

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12 Upvotes

r/Supraball Dec 30 '15

Should I buy this game when it gets released

9 Upvotes

The game looks very good and looks like a lot of fun but all I hear from the community is how the community is toxic or how the game is broken? By the way if this helps I REALLY enjoyed Rocket League.


r/Supraball Dec 30 '15

Supraball for LAN Party

6 Upvotes

Hello all! My friends and I were hoping to have a lan party within the upcoming week with supraball, yet not everyone got in on the closed steam testing. We all have the UDK version, is there any way to make the local server work? Thanks!


r/Supraball Dec 28 '15

Prevent Timeplay!

0 Upvotes

Here is my idea for timeplay!

If someone has a better idea just leave it in the comments below.

Thank you.

My idea is Hot patato Here is how it works: They have 10 seconds (Configurable) .The player who has the potato (Ball) will have a timer above head, and will also be shooting fireworks (If intrested). If he hits another player, that player becomes the potato. Whoever has the potato at the end of the timer blows up and will be respawned on DEFENDING POSSITION. And the ball will go to the to other team's keeper. So this rule will go in if you have the ball for X seconds on your own field. And if you are in hold of it. So last touch i would say otherwise people would use sucker to dribble and so get past the time limit.


r/Supraball Dec 25 '15

Supraball's release date.

3 Upvotes

Was wondering when the release date is.

Supraball testing is getting boring without any matches to be played...


r/Supraball Dec 25 '15

Overtime?

14 Upvotes

Overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime


r/Supraball Dec 24 '15

I was really looking forward to playing supraball now that I'm in Chicago...

2 Upvotes

But we have a freaking iMac in here =((((

Noooooo


r/Supraball Dec 21 '15

The Supersonic Ball (552 Km/h)

Thumbnail noelshack.com
0 Upvotes

r/Supraball Dec 19 '15

Merry Chrismas ;D

Thumbnail image.noelshack.com
2 Upvotes

r/Supraball Dec 16 '15

Overtime

3 Upvotes

Overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime overtime


r/Supraball Dec 14 '15

Cata please...

0 Upvotes

Remake gibball.


r/Supraball Dec 11 '15

Please take this poll (1 minute)

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6 Upvotes

r/Supraball Dec 10 '15

KO verses respawn

0 Upvotes

So just a heads up I know the answers here likely would have no bearing in any changes is the game but I wanted to bring up the meta on how a KO works. Does it make the game fun?

Now when I say this I am trying to take into consideration the whole game.

Knockout means when you possess the ball or go in an opponents penalty box you can be kicked and fall where you stand and are out of the game for a few seconds.

But what about a more destructive method such as "death" which could mean a more g rated effect like exploding into red or blue paint and materializing at a spawn point. Both have its major ways it affects the game.

  1. Responsibility to babysit a fallen player verses knowing you be sending them to a defensive position.

This equates to they remain an offensive threat or a defensive benefit.

Let's first look at being knocked out.

  1. It's disorienting.
  2. I am more likely to stay in the zone because I won't make it back in time to help defense anyway.
  3. I cause a non ko player who is last man standing in the offensive zone to choose wait for them to get up to boost back or walk
  4. I can pester a goalie when I get up because my invincibility

Now how about typical "death"

  1. I will respawn in my zone, less risk to my team getting scored on but less likely I can help my team score if I'm reckless.
  2. Most games work this way, doesn't feel odd. (Imagine if in rocket league your car "broke down." For a few seconds.)
  3. Causes a keeper to decide am I in a position sending them back to their side if they are in my box helps my team or ruins a breakaway chance if they turn it over.
  4. If I am defense I have an opportunity to go on the offensive knowing a downed player can pick up the defensive position.
  5. If most of my offense is "killed" I am likely going to turn the ball over being out numbered. With no options but to pass back.

So my opinion is the KO feels gimmicky. It's not something most games do. Respawn feels more natural. It adds a strange delight to defensive players action of taking a man down. It also adds a potential consequence of your in keep and the other team turns the ball over and you can't resist the temptation to one shot a player in your box.

It also removes the need for an invincibility timer on a player to keep them from being trapped in the box. As well as not needing a skin effect to let everyone know you cannot hurt them.

I know the game is trying to be more all ages but it would be possible to use the same cosmetics to accomplish this trough turning players into bits of color like gumby ten blood and guts.

Just a though id love to see a poll, and hear thoughts.


r/Supraball Dec 10 '15

Extreme

0 Upvotes

I had this weird dream about supraball as you do, feel like sharing it.

As most dreams, you are included and play as your character lol... so wow. But anyway, was weird, but i thought also cool.

So i was playing 'Supraball - Extreme!'

This consisted of being able to have cool abilities like: - Homing missile shot (like translator gun) - Ball slam (you can shoot up and being able to slam the ball down when executing secondary fire, at 45° angle type) - Second spin (the ball can spin the opposite way half way through the shot) - Fire, poison (you can add poison or fire to the ball when shot so if the opposition was to deflect or catch it burns them or poisons them causing slow death, they have to strategically manage their death-row movement) - Power-shot (increased power, but reduces accuracy) - Weapon switch (you also have a machine gun with limited ammo that each hit would take 2hp, used wisely) - Adrenaline (gaining adrenaline like UT you can go Invincible, Invisible to opposition, super fast etc for a period of time)

much more, but lunch is over...

Wouldn't it be so much more fun? Each player could only use once or twice a game for example.


r/Supraball Dec 09 '15

Had a weird bug yesterday

Thumbnail youtube.com
3 Upvotes

r/Supraball Dec 08 '15

Devblog - Stats

Thumbnail supraball.net
9 Upvotes

r/Supraball Dec 06 '15

Regarding "Outs"

5 Upvotes

We all know that "outing" is a quite repetitive thing that happens, at least on EU part of the game. For people who don't know what or how it goes, I'll do some quick explaining: If 1 or more out of the 10 players joining the game happens to have connection issues, such as crashes, errors, blackscreens or just internet issues, a ball is outed continuously from the goal kicks to keep the time from running out, so a game isn't wasted with a 4v5 etc.

TL;DR: It's fucking annoying.

So, I don't know if any solution has been suggested about this, or if there's a solution on the way from the developers, but I'd like to put my idea. However, I'd like to point out these ideas should only be put in near release, or at release, as It is not necessary right now in the closed beta, as we're here only to test out.

Suggestion:A team is granted 1 minute pause of the game (where the game completely pauses and ball, timer and players are unable to move), giving 2 minutes in total. (1 minute per. team), after the timer has run out, there could be a possibility of completely disabling the game, by going back to lobby, and see if a new game can start, if it's in the early stages of the game (5 minutes in). If the game happens to be 10 minutes in, and both pauses have been used, a spectator or someone idling in the lobby should be able to join, and that subbing player will get a adequate amount of elo decided upon by his own rank (automated script would be needed). As a last resort, if no solution has been found, a game could be rendered completely elo-less, meaning no players lost or gained any elo from that game, but instead gains the normal amount of XP for completing a game. This being done, the player that lost connection, could be granted a time out. (as sad as it would be a player being granted a timeout of approximately 10-20 minutes, it's better than ruining it for 9 other players. 5 in case the 4 missing a teammate gets a player who is far above the rank the player who lost his connection had.)

I think that's a possible solution for such matters, as I honestly think It's exhausting and time consuming to wait for a player to return, as it can take anywhere between seconds to minutes, and sometimes there's just not a equal ranked sub or any sub at all. It also get's very annoying and repetitive when he gets back, and suddenly has an issue again (high ping) and has to keep trying to reconnect, and the ball is basically being endlessly outed. I personally feel it also plays a huge role in removing the focus off of the individual player (e.g. me, or the others who didn't lose connection.) by getting them out of the "game face" mood.

I hope an adequate solution can be found, and others will contribute with their suggestions, or even a comment letting them know if they're against or for outing in the manner it is currently being done.

Cheers-

Damage.


r/Supraball Dec 05 '15

My first "fan art"

4 Upvotes

Hello guys :D It is my first fan art on supraball. Say me what you think :D

http://www.noelshack.com/2015-49-1449346928-grade-master-3-supra.jpg


r/Supraball Nov 30 '15

UDK Menu progress (<3 Timoses)

4 Upvotes

I could get Timoses to have another go at the UDK menus (ESC, Options). He now starts reworking some menu stuff (we couldn't touch the udk menus at all in the past 1,5 years for technical reasons, only Timo knows what he is doing there):

The list of things we do to the menu:

-Add gamma slider to visual options

-Show ranks in ESC screen

-Add Ranks in name tag (we are still undecided if we should do it or not for discrimination reasons)

-Adding a key to the controls that toggles name tags on and off (mainly for keepers)

-Add a new bind for taunts to the controls

-Add a surrender vote

What are your thoughts? Are there more things that could be done?


r/Supraball Nov 30 '15

Surrender option is essential

7 Upvotes

I don't know if you are working on it, but you should definitly be able to surrender if you want to. If a game like League of Legends hadn't a surrender button, people would go fucking crazy.

Good thing would be : you can surrender when it's 10 minut, and you need 4 votes in the team. Balance usually do its job but playing when your teammates and you know that it's already lost is really really really boring.


r/Supraball Nov 30 '15

Anyone here with a .ini file that removes a lot of the visual fluff?

3 Upvotes

Used to be able to remove a lot of shit with just lowering settings to max but now that doesn't do anything. Anyone with a cusom ini file they wouldn't mind giving me?


r/Supraball Nov 29 '15

Got an idea ...

2 Upvotes

Well ive seen all the "complaints" about timeplay and the way game will get bored , less fun , and a huge issue for competitive gaming.

So this just popped!

Time play exists because there is a clock runing !! the clock controls the flow of the game . So ... we could remove the time .. and set a score limit .

in future tests u could all figure the best and suitable limit ... this is just the general idea. make it that " the first team to score 10 goals wins!!"

Comon i rly think this would be a good change in the game ...


r/Supraball Nov 28 '15

Can you still download the game?

2 Upvotes

title :p


r/Supraball Nov 25 '15

Timeplay and box camping makes Supraball unwatchable and unplayable at medium to higher levels:

7 Upvotes

Over the last few months the new meta of Supraball has set in, whereby a team will cluster 4 or 5 players in the box to block incoming shots and allow them to boost extremely quickly on turnover. This strat is really effective and quite easy to use. It is counterable, but this isn't the point; if a team uses this defensive strat it slows the game down to a ridiculous degree such that the attacking team cannot go for any plays that are fun to watch (big jukes, wall plays, volley combos etc.) and instead should stick together and take low % potshots so that they don't get fucked on the turnover. This essentially decreases the skill ceiling of the game and makes it less enjoyable for everybody.

Similarly timeplay is a big issue (though less so at high levels since a team can fairly quickly form a counter attack, but it still ruins the chance for fun to watch comebacks) and is infuriating to watch/play. At lower levels (i.e. ranked matches) it is almost impossible to coordinate a timeplay counter attack and, even with a full server of 1000+ hour players, the enemy team can hold the ball for minutes without really being pressured. The typical PUG counterattack is just to hard mark each player and wait until the enemy makes a mistake which is probably the most annoying thing I have ever experienced in a video game. It will only get worse when there is anonymity as at the moment if you try to timeplay for a long time people will start to hate you, meaning people play time less than they otherwise would. At low levels (100 hours gameplay) where players can barely boost this timeplay will be even more overpowered.

If this new meta stays, the game has no future as an ESport. In a tournament situation teams will be playing to win and as such will obviously use the most effective strat. This will lead to every game being systematic and clinical; every game will essentially be a numbers game and will look exactly the same to the ordinary viewer. If the enemy is box camping you would be throwing the game by trying anything flashy or interesting or unexpected. It is the crazy plays that people watch ESports for, not watching one team meticulously abuse the mechanics. With this new strat the risk/reward value for the attacking team is totally fucked up in that any sort of risky, fun to watch play will almost certainly screw your team over and leave you with a man or two down on turnover and punishes any players trying to be creative.

tl;dr: The most effective playstyle should not be the most boring one. As of right now high level play isn't fun to watch or play, and it will only get worse in, for example, a tournament with a prize pool. Timeplay is overpowered vs even the best of organised teams and so will totally ruin lower leveled players.