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Junior Member
Feedback: two big problems imo and an idea to fix them
Hi, i've played the alpha and now for some hours the CBeta and im kinda disappointed because nothing changed on my impression of the game since then.
And this has two mayor reasons and i have anrough idea to fix both of them:
1. The game feels unprecise and sometimes spongy
- The whole game feels more or less physics-based, but this stops when it comes to tackling. It just shouldnt be possible to tackle someone after a breack two meters up an elevation. And the whole tackling doesnt feels good at all imo. Sometimes you tackle someone and nothing happens and sometimes you miss them and they fall - i dont know if this is a netcode-thing or if the hitboxes are weird... idk but in a game like this an aggressive move shouldnt feel like a coinflip.
Same with the ball-throw and pass sometimes. Sometimes it works without any problems and sometimes you miss the donut even if your aiming is fine and the bars are full and you can throw without any interruption - and where is the "throw-indicator-line" from the alpha?.
Another thing im not very happy with is, why the best way to accelerate up on walls is to jump on them? This is not intuitive or even physically logic.
2. The fact you can mostly spam your actions like the tackle makes the game less interesting and more chaotic because you have no decision-making in here and espacially in the lower ranks the whole game is a wrestling-party that will scare interested players away.
An idea to fix both problems at the same time: Treat these actions like skills. (the following numbers are just examples)
- Tackle and dodge should have cooldowns BUT they should be 1. more precise and 2. more powerfull. How do you balance this? Let them charge up with an hitbox-indicator. You wanna tackle this guy five meters in front of you? Hold your button for two seconds and you will fly into their back. But if you miss or the person dodges your tackle you will fall and slow down for a moment (like now but with a "harder" punishment the more the player charges his tackle)
Dodge is kinda the same but here increases the cooldown the more he charges his dodge, so if charge up a dodge that boosts you 3 meters ahead and give you an invincible-frame of one second, then you cant dodge again for 10 seconds.
If you choose to charge an attack or dodge, the enemy will see that - let them glow in two colors for two levels of the charge BUT they need to be able to cancel the charge like you can cancel the throw, so you are able to do some mindgames with the opposite team.
Something like this would change a lot and would increase the decisionmaking significantly. Youl will decide if youre doing a low-range tackle so you wouldnt get punished in speed and only have a 1 second cooldown or if youre going more risky - maybe for the last chance to interrupt an opponent of goaling - and do the long-range tackle that has maybe a slightly bigger hitbox and is best charge-dodged from the opposite player IF his dodge isnt on cooldown.
For example lets stay with the three levels of actions:
Tackle:
Lvl 1 - the normal tackle we have actually in the game that works for around 1 meter - no punishment if failed - 1 sec cooldown
Lvl 2 - charge 0,5 sec - 3 meters range - a slow down if failed - 3 seconds cooldown
Lvl 3 - charge 1,5 sec - 5 meters range, fast with bigger hitbox - you will fall and get "stuned" for 1,5 seconds if failed - 5 seconds cooldown, 8 seconds cooldown if it failed
Dodge:
Lvl 1 - normal dodge that changes just the possition of 1 meter and if you dodge into an enemies tackle you still will get hit - 1 second cooldown
Lvl 2 - charge 0,3 sec - wider dodge (2 meter) with 0,5 sec invincible frame - 4 seconds cooldown
Lvl 3 - charge 1 sec - dash 3 meters through enemies, with 1 second invincible frame - 10 seconds cooldown
The base of the gameplay stays how it is and the tackle/dodge-spam gets less because of the standard-1sec-cooldowns.
The gameplay would be much clearer even in the lower ranks because you can concentrate more on the rolling than on spamy little tackle-boys&girls. And in the higher ranks you can figure out different strategies and counter-strategies that work with the cooldowns of each player.
Additional thoughts:
- For better non-voice orientation i would want the option to anable little 3D-symbols of your teammembers in your HUD that show where they are and how far they are away. (that indicates a bigger/smaller-symbol) Additional with little symbols for cooldowns and maybe a colored border if they charge.
- Stop swaping the team-colors! Just let it stay blue for your own team and orange for the opposite team. Its confusing.
- Show where the ball is kicking off when the round starts. I dont know why it needs to be this random coinflip.
Overall i think the game should stop wanting to be a second Rocket League - it isnt. And i dont know if the game will have any chance to get big enough if it stays with that spongy & spamy gameplay that the most "casual-players" will have. At least give the tackles and dodges a bigger cooldown...
Well... thats my feedback and i still like the idea of the game, but it doesnt feels right atm.
Greetings from Germany and sorry if my english sucks - i havent written anything in english for a while. ;D
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Member
I like your ideas, tho i think its too complicated with such long time cooldowns. If you play as a team the defense is already in the worse and nerfing tackles like that doesnt make it better... Also the ball-throw is completely accurate, you just have to figure out what range has what angle etc. I think its better without a throw line as that just takes away a skill mechanic from the game like beeing good at throwing the ball. WIth a line its as if you are cheating to always hit your shots instead of getting the hang of it. I agree with you on the team colors! IMO they should jsut add an option to decide what colour you wanna be and add some more like yellow green light blu violet purple etc and what colour enemies should be... I like your tackle charge up idea being kind of like Doomfists tackle!!! That would balance tackles but it would need to have a greater hitbox thats for sure and imo dodging should have a longer cooldown than tackling because as i said attackers are already in the better position.
Greetings from germany too
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Junior Member
I dont see anything "skill-based" in hiding the line. It just makes this sometimes weird behaving ball more unpredictable.
The Cooldown-Times were just examples for the rough idea as i said and surely the balance-team would need to balance it - for the "Newbies" and for the "Veterans" and "Pros". In another post someone suggested "classes" that could be combined with this "skill-system".
But to be honest... i see this game dying in the month of it release. It just cant build any kind of tension i would believe a lot of the new players would be convinced to stay for longer then a few weeks or if they would even keep the game installed after the first few noob-wrestling-rounds. (At the beginning the defence feels awfull af - and if this turns out to be the opposite later in the game (as you say), this is imo a very significant core-problem)