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If you use the program to workout and aren't concerned with score.. Then why does it matter if you miss some swings? When the song has like a 160+ bpm and swings get rapid, I just do little small uppercuts close to my chest. Really just a flick of the wrist up registers.
If you say that you just aim for a good workout, well then you could just live with not getting the points for a hit; You still did the movement though, therefore it adds to the workout. At the end, the points on the leaderboard just fix on your gaming thrieve. They have no direct influence on the workout results for your body.
For me personaly the points are a good motivation because it makes me try to hit as hard as possible and when I start to get less points for a hit during workout I try to refocus and try to hit harder again.
Maybe at the end the developers could add what most games have. A level system or the posibility to customize it for you. They could add a hitbox slider where you could define the size of the hitbox for example.
But then the result should not count for the official leaderboard.
It's hard to make it perfect for everyone. For all games some people demand "make it harder, I get bored" and other demand "it's to hard, make it easier or I get frustrated". Don't want to be the developer in that cases. But I guess they test it themselfs, look at the feedback and try to find a good compromize...
I think they should add an option to the settings for a workout for hit detection settings. Easy, medium and hard. Easy does not care about the direction/power of the hit. Medium gives you some lenency. Hard is current/more difficult for players that want it. I think scoring should be scaled appropriately.
I should clarify- I don't care about *leaderboards", but I do like to beat my own scores so I know when I'm improving.
I do know how you feel. I am in my early 40's too and I find the scoring and leaderboards can get me feeling really negative sometimes. The collision detection seems MUCH better in the build released tonight which is great, but they have made the scoring even more annoying for an oldish guy like me. I average about 8 or 9 points on a jab and if I hit it as hard as I can I might get 15, but the points are out of 40 and I finished a short session today hitting everything one hundred percent, and the person at the top of the leaderboard literally had a score 10 times higher than mine. I think I scored 45000 or and the leader had 470000 or something. Like how are they hitting that hard. and why do I need to be told that, it's just demoralising.
I use the latest build on the Oculus store but on Steam I have an old Beta from November last year. It's absolute perfection, none of the fancy scoring, the collision detection is perfect and I just play it without even thinking about the game at all. It all just melts away as I punch the balls.
On the latest build I just get frustrated that I can't hit the straight jabs consistently hard enough to make the balls pop and turn blue, they just mostly stay yellow. Then I end up punching too hard and injuring my shoulders.
I guess they are making their game to appeal to the broadest audience which is totally fair enough. Steam is for gamers first and foremost.
I just hope they let me purchase the old Beta version from them once they remove it for good as all the enhancements they have made in the last few months have taken it further from the core game that I love.
That said, it's still awesome. I've probably put in over 80 hours on both Steam and Oculus combined and it's done wonders for my fitness! If I bought it today I would be really happy with it, it's just I still have the old November build and in my mind its SO much better.
As somone on the wrong side of her 30s I'm not expecting to be on the top of the leaderboards, but it is still disheartening to get the "you suck" yellow text pop up when you're doing the best you're physically capable of. If you intend on keeping the current scoring, you could still look at tuning the feedback - the yellow text is very negative compared to the "ok", "good", "great", "perfect" you typically see in rhythm games.
one thing about working out (for some, maybe not all) is the feedback. in the gym, if you are lifting weights but never feel your muscles being worked, you'll feel like you havent really worked as hard as you should. it messes with you mentally. if you lift weights that are too heavy, you feel the strain and you know you need to take a step back and work up to the heavier weight. in the game its similiar, if you keep missing punches that you see you clearly hit give you a negative feeling and cause you to have negative thoughts about your workout.
I havent played since the other visual cues have been added as far as how acurate you hit etc so I dont know how that is (I will probably give it a try today) but I just wanted to give my perspective on why the hit detectionmay matter to people that arent playing for score...to the few that commented as to why does it bother you if you arent playing for score etc
I don't know how to do that. Would it be possible to have an option to change the hit detection to the one where it doesn't care what direction you're actually punching? As you can see a lot of people feel the same way and if nothing else it would broaden the appeal.
Thanks for responding to us.
I will send a video if I can figure it out.
I do have a question, and this may be a WMR issue, I notice that sometimes when Im waiting to hit my gloves will pin to a certain part of the screen till i move, like at the bottom of my view. it doesnt hurt anything, just something I noticed
You can test if it's working on your system like that: Play the first basic workout and just focus on timing (use the music) and punch without force. You should get 100%. After that do the same workout and try to hit as hard as you can. See the difference and try to judge your timing as objective as you can. Doing something with force leads to a change of timing/accuracy.
For example: if you go bowling. You put momentum on the ball when you "run" forward and bring your arm behind your body and therefore lifting the ball. When you reach the line you just let the arm swing forward without using any force. Like that your arm swings as accurate as possible. If you try to throw extra hard and using force you likely will influence your swing and the ball will not be as accurate as wanted.