Rocket League

Rocket League

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^Grappe 2 ago. 2015 às 10:12
The 2 second rule. (Hidden jump timer.)
Ok so i've had some issues with this.

Basically i think it's one of the very few things in this game that is not very intuitive / well explained.

*edit*
I realise i forgot to explain what the mechanic i'm talking about is exactly so here goes:

Basically when you first jump a hidden timer starts for 2 seconds, after wich you are no longer able to jump again / use one of the dodge moves (jump + direction).

It is mostly used to do advanced aerial moves, and correct your position mid air, and also usable to give your aerial hits more direction / power.
*/edit*

First off i did not understand why this mechanic existed at all, but after talking on chat i've understood that it would perhaps ruin game balance to much if this rule did not exist or was extended. (I'm not 100% sold on this yet, as i personally belive it could perhaps increase the skill ceiling if the timer was increased, but i'm far from skilled enough to judge that :P.)

I do however still belive that hidden game mehanics that or non-intuitive are generally bad for a game, and i wanted to suggest some way of making this more intuitive and understandable for new players.

When trying to chat about this in twitch chat while suggesting this to dirkened i was immidately rushed by an angry mob, and i can't really say anything but my impression of that chat was pure elitism.

Basically the oppinion i was handed was "OMG U WANNA MAKE THE GAME EZ MODE?!". "Pro's will learn to use this, noobs will just have to realise i r pro u sux".

Or something in the general line.


I do understand that you guys have worked hard to get the timing down to execute these dodge moves the last seconds, and ofcourse it should never be EASY to master hard moves. I just generally feel (and i hope the devs agree's with this). That HIDDEN game mechanics are generally BAD for a game.

Lets take this silly example to show you what i mean.

Imagine if all hitboxes of the cars were moved 5 metres left of where their visual representation was.

After playing for long enough you would get used to this, and sure it would "increase the skill ceiling". But it's a bad mechanic, as it would just confuse people, and look really silly obviously.

This is obviously a horrible example. But you get the idea of why i disagree with elitism in these matters. A pro used to these hitboxes could argue they have practiced with these faulty hitboxes and don't want them changed. But it is generally bad for the game.

In the same sence i belive that having a HIDDEN timer is generally bad for the game, i DO NOT WANT to lower the skill ceiling however. And a visual repersentation for when the dodge moves can be used would PERHAPS do that.

If so i can understand their point. But i think that in general any pro player will have this timing down by heart anyways, and i do not think the top tier of players will be affected at all by having some type of indicator as to when these can or can not be used.




wow this is a long post to argue my point. I'm just very eager to get my point across :).


Anyways my personal suggestion if you do indeed agree a visual representation would be usefull is to perhaps have 2 of the back lamps on the car go dark when the dodge move can no longer be used, and perhaps add something to the advanced tutorial to further explain this game mechanic.

Just my 2 cents :).

TLDR:

Add a visual indicator that goes dark when you can no longer do the dodge move mid aerial and explain the mechanic better in tutorials.
Última alteração por ^Grappe; 2 ago. 2015 às 10:50
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ALIAS™ 7 ago. 2016 às 4:33 
Really... You really need a visual timer to know when it's too late for your secound jump? Hoenestly with all the info you have to process and react to any sort of timer would just be ignored. The action is too fast for all that. It's why mini maps are useless. Here's a tip.. boost off the roof and use your jump whenever you want to. There is no timer then. If you were to remove the timer then things would become a lot harder to anticipate. It's great how it is.
Twahn 7 ago. 2016 às 4:42 
Originalmente postado por Alias:
Really... You really need a visual timer to know when it's too late for your secound jump? Hoenestly with all the info you have to process and react to any sort of timer would just be ignored. The action is too fast for all that. It's why mini maps are useless. Here's a tip.. boost off the roof and use your jump whenever you want to. There is no timer then. If you were to remove the timer then things would become a lot harder to anticipate. It's great how it is.
This post is a year old. Who are you talking to?
ALIAS™ 7 ago. 2016 às 4:56 
Originalmente postado por Twahn:
Originalmente postado por Alias:
Really... You really need a visual timer to know when it's too late for your secound jump? Hoenestly with all the info you have to process and react to any sort of timer would just be ignored. The action is too fast for all that. It's why mini maps are useless. Here's a tip.. boost off the roof and use your jump whenever you want to. There is no timer then. If you were to remove the timer then things would become a lot harder to anticipate. It's great how it is.
This post is a year old. Who are you talking to?

To Victor... Butt out.
bradams 6 set. 2016 às 3:59 
THANK YOU FOR THIS! I dont even ask that there be a visual indicator of any sort, but i do wish that somewhere, the game would be like "hey, you know that second jump that isnt limited anywhere? well, it actually IS limited after xx time in the air!" But up till now, i havent been able to understand it, NOTHING in this game has a hidden limit to it, so i didnt understand why sometimes my jump worked in the air and sometimes it didnt, and i think OP, as well as myself, arent opposed to the rule or limit or anything, we just wish it was explained a little bit. Its different when a game is full of hidden stuff to learn, but this isnt one of those games, least to my knowledge, and the fact that its so upfront about everything else made me think i was doing something to cause it to not work.
Ahab187 6 set. 2016 às 4:39 
Originalmente postado por Dogabix:
The hole gane is aboult timeing. knowing when to bost knowing when to jump when to stop when to go and so thorth.takeing our que from the play around us. we do not have visual indicators for these. it is just part of the game you have to learn like the rest of it. You could if you want to just count one-two press.

This is a bad argument, because you're saying that the indication if you're capable of using the aerial dodge means it shows you when to use aerial dodge. This is not what OP is describing.
If we were to follow your reasoning, there shouldn't be an indicator as to how much boost you have, because that would tell you when to boost (doesn't make sense).
What OP is trying to converge, is that you should have an indication whether or not you have the ability to dodge while in aerial. I'm in favour of this notion.
fleur 21 set. 2016 às 6:09 
I'm not even sure why I stumbled upon this topic, and I might have agreed with it last year, I even think it would be a good idea for beginners, but I don't need it anymore ^^'
Volodesi 21 set. 2016 às 6:18 
Technically there is a timer in the game. But it's hidden right in front of your face and is only viewable in certain situations.
Specific Beef 21 set. 2016 às 8:11 
It has to be a hidden thing, really. You just so much that having a visual/audible indicator go off every time would feel like a nag.
Hyena 30 dez. 2016 às 19:39 
Personally I think hidden mechanics are great. I know people argue that it makes the game harder to get into or makes the skill floor higher but I think there's a line. If it gives you an edge but its not OP/needs timing/game sense to pull off, then its really good. Take Genji's ledge boost in overwatch. Its a really good technique to learn as Genji. Its relatively easy to pull off, however higher tier opponents with better game sense will expect more/different angles that you will come from. So a ledge boosting Genji who uses his ult against Silver/Gold players will shred them. However at Diamond, Masters and higher, sometimes even Plat, players will be more careful of you coming from up high and focus you down. That is a great example of a good hidden mechanic. It is really beneficial to learn, however you wont get constantly shrekt by someone who is using it. In rocket league however, its not actually a hidden mechanic. Its a balance thing. Not having this timer would give freestylers and aerials way to much control. They would be able to pretty much hit any ball from anywhere at all if they where good enough. This is the equivalent of machine guns having longer reload times in other games. They have a lot of stopping power and ammo, but reloading is what will get you killed sometimes. This is also why you don't have unlimited boost. Its called balance.
[57th] AngryHatter 30 dez. 2016 às 19:43 
Originalmente postado por TheOneAndOnlyRedFox:
Personally I think hidden mechanics are great. I know people argue that it makes the game harder to get into or makes the skill floor higher but I think there's a line. If it gives you an edge but its not OP/needs timing/game sense to pull off, then its really good. Take Genji's ledge boost in overwatch. Its a really good technique to learn as Genji. Its relatively easy to pull off, however higher tier opponents with better game sense will expect more/different angles that you will come from. So a ledge boosting Genji who uses his ult against Silver/Gold players will shred them. However at Diamond, Masters and higher, sometimes even Plat, players will be more careful of you coming from up high and focus you down. That is a great example of a good hidden mechanic. It is really beneficial to learn, however you wont get constantly shrekt by someone who is using it. In rocket league however, its not actually a hidden mechanic. Its a balance thing. Not having this timer would give freestylers and aerials way to much control. They would be able to pretty much hit any ball from anywhere at all if they where good enough. This is the equivalent of machine guns having longer reload times in other games. They have a lot of stopping power and ammo, but reloading is what will get you killed sometimes. This is also why you don't have unlimited boost. Its called balance.
Personally I think necros are da bombzor.
Acidic__Thought 30 dez. 2016 às 20:17 
D-D-D-Double Necro!
Twahn 30 dez. 2016 às 22:13 
NECRO SPREE!!

PS Your statement that the game having no visual double jump time indicator is the equivalent of machine guns having longer reloads in FPS games is nonsensical.
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Postado a: 2 ago. 2015 às 10:12
Comentários: 27