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OK, so being someone that has been gaming for 30 years and skating in real life for 20, I'll give my inputs about the game, and hope the devs somehow get to read it.
(On a quick side note, props to the devs for making the game compatible with Windows 7. That was a "feedback-complaint" I sent directly to the devs, so my guess is that they listen) :)
- By playing less than 5 minutes one can already tell that the fluidity is way better than Skater XL. I guess that's because the Unreal Engine works way better (for games of this "nature") than the Unity engine. No idea which engine the EA skate games used, but this feels more similar, so that's a good thing.
- I'm not sold on this "No offense to any other previous skateboarding game controls but we think ours are superior". This kind of "arrogance" is what may ruin this. Please don't go down this path. Although your "independent foot control scheme" (Left stick for left foot and Right stick for right foot... nothing "revolutionary" to say the least, Skater XL uses almost the same control scheme, with slight differences) is really cool, and it adds to realism, the same realism must not take away the fun of the game. If it turns much into a sim than a game, I'd rather go skateboard in real life (not true for everyone, I know... But still...) Also, if that "policy" is somehow denying how intuitive EA Skate controls were, it also seem like a not-too-smart move. The EA Skate games are the best skateboard games EVER made (making any Tony Hawk Pro Skater game seem like a bad joke), and by denying their fluid controls AS AN OPTION (not removing the current control schemes) might turn out against you, by dispelling potential customers/buyers. I'm aware that is something hard to implement, especially with how far you are into development... But IMO you guys should reconsider adding such option. Sure, it would probably make it impossible to pull out impossibles (no pun intended) and pressure flips... But seriously, who cares about those tricks :p
- As said, because you committed both control sticks to the skater's feet, you had to commit the trigger buttons to turning, Which left you with the shoulder buttons for grabbing...? Which still hasn't been implemented yet (?) Turning with the triggers may also pose a problem. For flatground tricks it works wonders (the double-tapping for revert when landing was an awesome addition), but for grinding (and especially sliding) it may pose a problem. It either turns too much or not as much. Currently impossible to pull out moves like FS tailslides, or BS lipslides... No idea how you guys gonna implement bluntslides with the current control schemes... Good luck with that. But since this is still in "test phase" (beta, or whatever), I believe (and hope) you guys may still pull this off.
- Transition (and vert) skating was the biggest problem with the EA skate series. Based on vids, one can see that Skater XL tried to implement that to a degree, but it doesn't seem very good. Hope you guys can implement it somehow...
- When pushing (with either foot), a skater shall be able to go WAY faster than that. I mean, if you're serious about the whole simulation when it comes to the tricks, you gotta be serious about the speed a skateboard can achieve when pushing.
That's about all, for now. Keep it up! :)
and i love how smooth is it now with the old controls :) i don t need a watermark...i just want to have skilled fun for myself :) there is a mode for every1 and i m fine with it <3
Well, OPTIONAL EA Skate controls are a big improvement. Lip & Slide tricks are now doable. I sincerely doubt players pulling off a clean FS Blunt or a BS Tail like the ones below (which I achieved with the "Legacy" - AKA EA Skate controls) while playing the game with the "default" controls (will need proof):
https://media.giphy.com/media/ZeWE7UzrjU6dwmmRxD/giphy.gif
https://media.giphy.com/media/l3lulsb9JupfYi8ndF/giphy.gif
The downside is that flip tricks that spin the board 180º and 360º (Harflips, Laserflips, etc.) are harder to pull because the game can't precisely detect the right stick input...
Plus, the "double tapping" of the left stick for reverting was a bad decision. 'Cause the game thinks you're trying to do a revert when you're just trying to turn your skate. Simply assign reverting to the L3 and R3 buttons...
I mean that I doubt players might be able to pull off clean slide tricks while playing with the default controls. 'Cause by turning with the triggers buttons, the skater either over commits (turn too much) or under commits (don't turn enough), when locking a slide trick on a curb / handrail. So I pretty much doubt that someone using the default controls might pull off tricks similar to the ones I pulled (again, I used the Legacy/EA Skate controls) The gif links are above.
use the sticks!
while using "normal session controls, aka NOT legacy", say for a frontside tail slide (goofy footed), you would do the following
left stick down
right stick up, (to pop the ollie),
THEN while in the air, instead of using the triggers to turn your body to 90, simply
left stick left (causes a front side shifty in air)
land into slide, at 90
tada!
tried legacy.....
i kinda knew this would happen.....
I prefer the boat rudder to a steering wheel now....@The Sorrow
what can i say, lol....
lots of other quality of life fixes to this update...
thank you for the "skip tut" option when starting
thank you for the "Trick relative input" option in grinds
thank you for the "select map" feature!
thank you a bit better performance as well
.....indeed....I DO!
200 hours of conditioning will induce stockholm syndrome, lol...
all good tho. props to crea-ture for opening up the game to a wider audience.
to be fair, i dont think ive seen a single person ask/want "THPS" style controls in Session.
A LOT of people have wanted something similar to "flick it".
i believe THIS RIGHT HERE is the LINE.
MAJOR UPS to Crea-ture for walking back a design decision to make "flick-it" possible in their game. no doubt there was some heavy heated discussions internally concerning this adoption.... considering all that they've said regarding "flick-it" in the past compared to their own scheme.
i have NO worries or concern that a THPS style control scheme will ever see the light of day in Session.
those interested in the game are the day 1 buyers and previous "skate" series veterans whome wanted/want skate 4....
again, ive not seen a single person request THPS controls.
me, i want THPS controls, i am a veteran, played all the games, who is with me?
I'm sorry if I offended you (or your favorite control scheme, for that matter...) in any way, I didn't mean to. And I for sure wasn't trolling. So my bad if it seemed that way.
You got a point on this too, but whatever the control scheme is, it doesn't stop you from doing "unrealistic" tricks. I did a 720 pressure kickflip (the skate rotates 540º, plus the 180 double-tap revert when landing... the skater only rotates 360º) on flat ground using the default control scheme (as you might know, pressure flips are only possible on default)... It's lame to think a real skateboarder doing that kind of trick, even in a game o S.K.A.T.E. competition (gif below):
https://media.giphy.com/media/kG8ogfoEm5ayeRynfw/giphy.gif
OK, now you're just being silly, or trolling. :D
Damn mate... I'm actually kinda glad that the devs included the "flick it" (as you put it) control scheme BEFORE my initial post... 'cause now, I don't wanna have anything to do with it :)
After putting on a few more hours into the game, I gotta admit that the default controls are perfect. I guess that, in the height of my "pride/arrogance", (I got all the flatground tricks pretty quick, just by doing the tutorial and then figuring out the all the other flatground tricks by myself...), I thought "I got this..." And then I just didn't read the tutorials for all the slide/grind tricks. They're also pretty intuitive, and yes, the devs got this way better than EA... All props to them!
If they get a better collision detection on the curbs/handrails and solve the issue with the speed (I believe the skater can go a little bit faster when pushing several times), then this game will be the real deal (it kinda already is, but there's still a little room for improvement... which I'm sure the devs will get to it)
I'm pretty ashamed of myself, and I also owe you a big apology mate... hope there's no hard feelings eh? :)
Screw you dude. Don't tell me how to play.
I find this whole debate about controlls to be utterly baffling. Most games you have people complaining about game mechanics, bugs, the way the game plays, and the game lives and dies on how accesable the game is for new players. But for session the whole debate is about the controlls, the controls which in every single other PC game lets you change the control options, its standard. And thats the only thing bringing this game down. I can guarantee this game would sell alot better and make more money if it was more accessable to new players. I also dont get why fanboys dont want to let other players have this option, as if its completely going to ruin thier game if someone else can play it the way they want. And the devs are complete morons for pandering to these kinds of players. From a bisiness standpoint you would want as many sales as you can get.