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By moving the dodge decision to the defender we'll be causing another problem. In that case the attacker would shoot a hook, the hook would attach to another player but it would not pull the player back until that player confirmed he didn't dodge it. And if the player would dodge it it would look like the hook is attached for a while, than the player suddenly slides causing the hook to detach.
So basically now it sometimes feels a bit unfair to the defender. By making the change you propose it would move that problem to the attacker and it would not feel fair to him.
Having said that we could do a revision of the hook at some point in the future to see if we can make the hook experience a bit better for both sides. We may have a few more subtle tricks up our sleeves to make it more fair.
As it stands now, we have even invisible hooks sometimes (if on the atacker screen the hook made it but in the defender screen it looked intercepted), and trying to dodge a hook is nearly impossible with high ping. If things were the other way around (that is, dodge confirmation beeing sent by the defender's client), people with high ping would have the same chance to dodge a hook that they would have if they were playing locally.
My point is that, even though the graphical desync would be transfered from the defender to the atacker, it would feel, overall, much better, more fair and less frustrating, because it would give the defender a chance to dodge while causing only a graphical desync on the atackers client.
But either way, changing the hook or keeping it the same, thanks for hearing me out. It's very good to have the devs in touch with the community, willing to hear sugestions to improve the game experience. You guys are awesome
Devs, so you dont intend in doing anything about that? This simple golden hook thing is ruining the entire game for me - this change would only make the game better, MUCH better. Lag hooks, invisible hooks, all of this, makes me wanna quit the game from time to time. I just explained above (and over a month ago) why this change makes sense and would make the game feel better. Could you please revisit that? Thanks
The dodging can be a bit tricky at all times. There are cases where you are already sliding before any hook gets shot and it still grabs cause of lag, sometimes with instant wins or losses following. The biggest problem is the inconsistency though. If it would be just imposible to dodge at short range and not dependent on internet connection I would already feel more comfortable, since it will be equal for everyone.
And Gert-Jan Stolk, you said "And if the player would dodge it it would look like the hook is attached for a while, than the player suddenly slides causing the hook to detach."
But I've seen this happen already to some extend where the hook attaches and starts pulling and half a second later it gets dodged still. This might be due to the way the info of the other players is conveyed though.
Glad to hear you are thinking about it though, keep up to good work
Well, you may not feel that disturbed by this, but for me its unbearable. For many times i just stopped my playing session because of lag hooks. It may not be the case to you, but it sometimes prevents me from having a fun game at all.
I would rather have it feeling fair for defender. Many times I have dodged hook and moved on and suddenly still get pulled back. I have seen people sliding during the entire time hook is visible in the air and still they get grappled back.
Ok, that is right, but FPS's and Speedrunners are very different games with very different mechanics and should be treated as such. You are not suposed to see a bullet coming and then dodge it in an FPS, you are supposed to either be at cover or kill your oponent before he kills you. Im not saying that getting shot around a corner is a normal thing and should happen, no, it feels bad. The thing is, if the hit detection on an FPS was calculated on the client of the one being shot, there would be no shot that would hit a target whatsoever with a ping higher than, say, 80 or 100, the game wouldn't work. You are not supposed to be able to dodge bullets. You are supposed to be able to dodge a golden hook.
And yes, they can 'do that much about people having ♥♥♥♥♥♥ ping to each other', because, as i said, it would only make the game better. Having a way to counter an item is something that should happen in this game.
On the other hand new/low tier players would just think the game got more buggy from that update and that it's impossible to hook people at some points, even though they can clearly see that he didn't dodge it.
It would lower the gameplay value for low tier players but higher it for higher tier players. It makes more sense gameplay wise to move it to the defender, and i totally agree with that. I get super frustrated too. Yesterday i had a match in Gfinity where me and my opponent were living so far from eachother that i would see the hook waaaay after he actually shot it, and i wouldn't be able to dodge it. But if we want new players to join the game, we have to let the hook stay as it is for now and pick up the topic when the game is more popular. That is my opinion.