Comments about Build 91 (v1.0f)

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Re: Comments about Build 91 (v1.0f)

Postby Algo » 03 Sep 2012, 04:45

manutoo wrote:Algo,
I'm not sure how it works for other people, but when I play I use the racket swing timing to help me time my left/right aiming, so having 2 different timing depending of the strike type would give me an aiming headache... :fear:
And in bonus, I also use the body positioning, orientation, etc..., to position my player correctly ; so if any of these visual hints change, it might mess up my positioning.
Sweetspot shouldn't be an issue anymore, though, at least with recent anims, as all Modders have put effort to get the standardized ones.


ah, you meant own-shots, because if we were talking about opponent's, I guess we'd have to agree that knowing that a certain anim is going to be an acceleration and not a topspin would actually make strikes easier to read.
Will check on what I do regarding that because I kinda play mechanically now and don't actually know what I'm doing :lol:

So different anims have different timings, are you sure this is not leading to some being 'better' than others (like getting more depth)?
Because I've felt that people using the first Nadal forehand you added (overhead finish, guess it's 3) are getting way more depth than I would get using others like 16, in the same situations (i.e positioning and preparing).
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Algo
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Re: Comments about Build 91 (v1.0f)

Postby manutoo » 04 Sep 2012, 05:04

Algo,
yup, I agree it'd be nice to see the different strikes on our opponent.

Inside game engine - mechanics wise, there's 0 difference between the different anims => it's only a visual change.
But this visual change can greatly impact your gaming sensations and thus make some anims more effective than others ; an easy example : a strike with a correct sweetspot will be much easier to use than one with an incorrect sweetspot ; same for a strike without movement & one with movement.
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Re: Comments about Build 91 (v1.0f)

Postby Algo » 04 Sep 2012, 12:01

manutoo wrote:Algo,
yup, I agree it'd be nice to see the different strikes on our opponent.

Inside game engine - mechanics wise, there's 0 difference between the different anims => it's only a visual change.
But this visual change can greatly impact your gaming sensations and thus make some anims more effective than others ; an easy example : a strike with a correct sweetspot will be much easier to use than one with an incorrect sweetspot ; same for a strike without movement & one with movement.

I think if you give players freedom of choice to pick what they want as their anims for acc and normal/top, they wouldn't choose (once they have tried the options they have) ones their uncomfortable with so that wouldn't be much of a problem either.
And you already added an option for people not wanting 2 different strikes anims which is the same than what I'm asking, freedom of choice.
Tour Mod.

Tour issues by PM or Skype.
If you don't add me nor send me a PM, you might see your chances reduced. Inform me about anything that might have went on with your matches BEFORE deadlines, otherwise, decisions won't be changed.
Algo
crazy of the little yellow ball
crazy of the little yellow ball
 
Messages: 2345
Gaming Since: 11 May 2008, 20:17
Location: Santiago, Chile

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