Full Ace new version preview

A fresh new tennis game for the PC developed by the independent games developer Galactic Gaming Guild. Discuss it here.

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Re: Full Ace new version preview

Postby kschoice » Mon, 16 Oct 2017 09:32

JasonBourne wrote:Ok so I still play the demo at least every day, I love the game. Here are some more suggestions and keypoints I want to share with you:


Thanks for your feedback. I'm glad you enjoy the game !

JasonBourne wrote:
Separate keys for every shot.


It would be awesome to have separate keys because I use mostly spin shots, and I have to double click everytime. If I would play like 5 setter I have to constantly double click for the shot to execute, and that is uncomfortable. If we could have could bind a key for all different shots it would be great.


The point of the double tap is that the first tap determines timing accuracy, and the second tap, depending on the length of time it lasts, lets you add more or less power. There will be visual feedback of those 2 aspects in the new version. On a separate note, there already are 5 different shot buttons, so I am not comfortable adding more.

JasonBourne wrote:It will also be very useful for safe shots. Right now, if I see a fast ball and I can`t reach it, I have to cancel prepare, and then press slice to hit that safe shot. That is way too much work. In reality when u see a difficult ball, you just stretch towards it with a reflex, no time for thinking, its a last resort shot. Thus if a key would be binded for safe shots too, that will execute even if you prepared, it would be so realistic. (I love these stretched out safe shots and net shots. It is very realistic and it creates variety to the game. )


Big misunderstanding here. You are using volley shots from the baseline, and they weren't intended to work this way (although they do). I agree that ideally, there should be 'last resort' shots, and that they would activate even if you are prepared. The problem is the lack of animations for such shots, as I don't thing the current volley animations are appropriate visually. But I'll see if I can do something about that in the new version.

JasonBourne wrote:There is also a bug which happens alot and that is, when u r a bit away from the ball, and you want to swing, it just doesn't swing. That bug happens too much.


I am not familiar with this, and I don't know if it still exists in the current dev version.


JasonBourne wrote:Returning dropshots.

I have a very hard time returning dropshots. I run towards the ball, I reach it, then my character stops and swings but mostly misses the swing, or hits the ball to the net. Very frustrating. But I think I know where the problem is (maybe).

I play with manual preparing and I`ve noticed when I return dropshot, it swings prepared shots even though I did not prepare. Normally it should use the safe shots. What I tried so far to return a dropshot is I go towards the ball, try to cancel preparation (even though I did not prepare) and then try to react which is very hard to do and I have not yet consistent success with it. And with prepared swings, I don't mean net swings, but baseline swings. It should not auto prepare when I use manual preparation.


I have never noticed this kind of behaviour. Anyhow, manual preparation is meant to never auto-prepare, so it would be a bug.
On the more general matter of returning dropshots, I think I made some adjustments in the current version, so it would be worth testing it there.


JasonBourne wrote:Turn off blurry ball

Can we get an option to turn off ball blur ? When I played low camera in TE, I always played without ball blur because it's not necessary and I could see the ball spinning which is nice. Blurry balls is useful if the camera is from above.


This is already available. SETTINGS > DISPLAY > Ball Motion Blur > Drag the bar all the way to the left. However, you'll need the latest version, that includes a more defined texture for the ball, to properly see the ball's rotation.


JasonBourne wrote:Service crosshair wont go away

When I check out the option to remove service crosshair, it still appears. I think this is a small bug.


Have you unchecked "Display Aim Target On Serve" or "Display Serve Hint" or both ?


JasonBourne wrote:Also, any idea on an estimate time for the update ?


The build is mostly ready. I am still looking for a partner for releasing on Steam, so there is no definitive date for that.
If you want, I can provide you with a beta Demo build. Send me a PM for that.
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Re: Full Ace new version preview

Postby JasonBourne » Mon, 16 Oct 2017 14:39

Thanks for your reply!


kschoice wrote:The point of the double tap is that the first tap determines timing accuracy, and the second tap, depending on the length of time it lasts, lets you add more or less power. There will be visual feedback of those 2 aspects in the new version. On a separate note, there already are 5 different shot buttons, so I am not comfortable adding more.


Oh I see, I didnt know it should be used that way. I will check it out in the visual feedback then.


kschoice wrote:I am not familiar with this, and I don't know if it still exists in the current dev version.


Ill see if I can provide video for this issue lateron.


This is already available. SETTINGS > DISPLAY > Ball Motion Blur > Drag the bar all the way to the left. However, you'll need the latest version, that includes a more defined texture for the ball, to properly see the ball's rotation.


Ah I found it now thanks !


Have you unchecked "Display Aim Target On Serve" or "Display Serve Hint" or both ?


Yea. I even unchecked all other options for testing but the service crosshair is still present.

The build is mostly ready. I am still looking for a partner for releasing on Steam, so there is no definitive date for that.
If you want, I can provide you with a beta Demo build. Send me a PM for that.


Awsome!
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Re: Full Ace new version preview

Postby JasonBourne » Wed, 01 Nov 2017 21:53

Ok I would like to sum up my opinion now about the new update. Be aware, I dont know how the engine work so Im not sure if its possible for all my suggestions, and maybe you are aware of some problems already, but anyway I am gonna trow my opinion just to give u ideas.

I play with a keyboard, I havent been able to test with analog joypad because they are at home in Belgium, im in France now, but I dont think this game should be limited with joypad anyway.

The videos I uploaded are all private.

Autopos:
One of the biggest problem in my opinion is the autopositioning. It takes away most of the fun of the game. Let me elaborate:

The way autopositioniong is implemented is actually a nice idea. You can see it when the player jumps into the ball and hits a shot. This took my attention and I love it, it feels realistic in a way.

https://youtu.be/KZvcvYBpW0E

But the problem is, it is too much. The autopositioning kicks in from a huge distance away, and it will take care of the positionings placement automatic. When u sprint, it even kicks in from like meters away. All you have to do is press a strike button and it is automated.

As you can see in this clip, I have not pressed any key to run, and it runs all by himself:
https://youtu.be/3pt30KIeFcI

The most fun part of a tennis game is with the use of footwork, positioning yourself to the ball precisely before the ball,and then strike, but this autopos is taking care of all that so it takes away all the fun.

Especially when running. What you can basically do is run, press strike (autopos kicks in) and release and repeat it.
It is also very fast compared to the previous game version. Those baby steps are superfast.

Some suggestions:
- Autopos should kick in when u are close to the ball. That way you have to move precisely.
- Autopos should not include running at all. It should include a couple baby steps or a jumpshot (I call it a jumpshot :D) maximum.


Aiming problem while running.
Another problem that occurs (unless I am missing something), which the previous game didn`t have, is the aiming crosshair when aimed at a sideline. This happens alot on the run, because of the run direction.

The problem is, when the crosshair is aimed at a sideline, and you want to aim the other side, the crosshair doesnt pass the midcourt, thus your balls end up hitting the middle of the court.

https://youtu.be/BoVbFHoMHvA

The only way to hit a propper crosscourt shot on the run is:
1. You run towards the ball without pressing a shot
2. You release running keys (meaning you don't press any direction) and then immediately you press a strike button.
3.Then u aim crosscourt

As you can see this takes alot of steps and is not possible to do in every situation. Especially on return of service. You have way less time to react. The aiming of the previous version was better imo and I had no problems with it.

Also, when you start your aim at the sideline, I think it should not be on the sideline because it is too risky, maybe more safer inside the court. Because when you react on a hard ball with very little time, you would try to hit more safe area instead of the sideline, otherwise it is way more risky and you would hit errors everytime (and it happens alot).

https://youtu.be/2nEXo68aGe8

A little update on aiming outside of the court. We already had a discussion about it, and would like to add something.
Aiming crosshair is very fast in this game and I have thought that aiming outside the court should still exist, but it should be limited, otherwise it will be hard to control. I suggest let the player be able to aim maybe 1 - 1,5 meters outside the court and limit it there, that would fix the "set and forget" aiming problem, and also the crosshair would not fly like 10 meters outside the court because its so fast. I would like to experience with it.

Here`s what I mean by "set and forget", look at the winner:
https://youtu.be/ZqYm6aPMUa8

Anims :
What instantly caught my attention is the movement. There is a great improvement. The walk anim feels so realistic and I love it.

https://youtu.be/OEagL56i2lQ

However the running anim looks very jittery. I don’t know if its movement related or anim reated.

https://youtu.be/dFcwBhE4udk

Can we also mod these anims ?

Also, about the prepare anim. I see you have smoothen out the prepare anims which is great (slower on slow balls and faster on fast balls), and I think you should smoothen the prepare animation a bit more.

https://www.youtube.com/watch?v=W12_PL-_Y-Q

The strike animations update is a HUGE IMPROVEMENT and it is moddable which is even greater! It is very smooth and it even adapts its smoothness on the balls tempo! That is awsome!

The new look is also a big improvement. Is it possible to add real faces with the mod tool ?

Movement.
Another issue I feel is the movement. It feels so sticky. I have not been able to move fluently and smoothly. The player runs, instantly stops, runs, instantly stops ect...

In tennis movement is essential. I should be able hop sideways smoothly and then accelerate when I see the ball far from me. I also noticed the player accelerates when autopos kicks in.

Some suggestions could be:
- Make the movement smoother.
- implement a manual acceleration button so we can accelerate manually instead of automatic acceleration. This will make the game more skillbased, and this will give a better simulation feeling.

Also, when the player stops running, I would not to let him stop fast, let him stop slow. We should control the speed, when to break and when not, that would be way smoother.

Double click shots seems balanced.
I love the ball physics right now. I also love how the double click shots have been balanced. Especially the flat shot because it was a bit too op in the previous version, but now it looks good. Though I Haven`t payed too much attention to details right now on it but I will in the future.

To conclude, the update is still fun but not enough. Visually its a HUGE improvement but gameplay wise its not a simulation yet. It`s still an arcade because of 2 major reasons:
- The autoposition problem
- You cannot aim outside the court

If these 2 problems alone would be fixed, the game already would be 10x better and it would be an actual simulator.

That is it for now, I will see if I can add more content lateron.

Thanks!
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Re: Full Ace new version preview

Postby kschoice » Thu, 02 Nov 2017 12:03

Thanks for this great and detailed feedback. I'm only responding to your criticism/questions below, but I really appreciate the positive comments you've made.

JasonBourne wrote:I play with a keyboard, I havent been able to test with analog joypad because they are at home in Belgium, im in France now, but I dont think this game should be limited with joypad anyway.


Indeed, some of your issues are linked with the fact that you play with keyboard. I agree the game should be as enjoyable as possible with a keyboard, and therefore it's a good thing you give me feedback about it as there aren't many players who use it.

JasonBourne wrote:Some suggestions:
- Autopos should kick in when u are close to the ball. That way you have to move precisely.
- Autopos should not include running at all. It should include a couple baby steps or a jumpshot (I call it a jumpshot :D) maximum.


I agree with those on principle. I don't remember if there are imperious reasons why I made the autopos that prevalent in the latest versions, but I'll see if it can be modified.


JasonBourne wrote:Aiming problem while running.
As you can see this takes alot of steps and is not possible to do in every situation. Especially on return of service. You have way less time to react. The aiming of the previous version was better imo and I had no problems with it.

Also, when you start your aim at the sideline, I think it should not be on the sideline because it is too risky, maybe more safer inside the court. Because when you react on a hard ball with very little time, you would try to hit more safe area instead of the sideline, otherwise it is way more risky and you would hit errors everytime (and it happens alot).


I have made some modifications to this, and from what you say, it seems I haven't correctly anticipated the impact on keyboard gameplay. I'll have a look at it.

JasonBourne wrote:A little update on aiming outside of the court. We already had a discussion about it, and would like to add something.
Aiming crosshair is very fast in this game and I have thought that aiming outside the court should still exist, but it should be limited, otherwise it will be hard to control. I suggest let the player be able to aim maybe 1 - 1,5 meters outside the court and limit it there, that would fix the "set and forget" aiming problem, and also the crosshair would not fly like 10 meters outside the court because its so fast. I would like to experience with it.


I still don't have a problem with the fact that you can't aim outside the court, and that it's easy to aim for the lines, which I think is what you're implying your with "set and forget" example. The point of the gameplay is to tell the character you are controlling where you want to aim, which is a process of the mind, and therefore, in itself, aiming for the corner of the court isn't more difficult than aiming for the centre. Aiming for the line is not a very sensible thing to do however, because in FA you don't have perfect control of the ball, and you highly increase the risk of a fault.
To sum it up, my view is that it's not aiming that's difficult about tennis. The difficulty is being sufficiently accurate so that you can afford to aim close to the lines, or being sufficiently conservative in your aiming compared to the accuracy you expect to achieve.

JasonBourne wrote:Anims :
However the running anim looks very jittery. I don’t know if its movement related or anim reated.


I've had a look at this and I've made a change that I think makes it better, but it's hard for me because I am so used to seeing the game as it is that my eyes become blind to certain aspects. Please let me know what you think when I release the next update.

JasonBourne wrote:Can we also mod these anims ?


Potentially, I can open all anims to modding, although there will be some technical aspects to it. To be clear, anim modding isn't implemented yet, but I have all I need to do it so it should be pretty straight forward.

JasonBourne wrote:Also, about the prepare anim. I see you have smoothen out the prepare anims which is great (slower on slow balls and faster on fast balls), and I think you should smoothen the prepare animation a bit more.

https://www.youtube.com/watch?v=W12_PL-_Y-Q


I am aware about what you show in this video. I made it this way so the player can quickly change his prepare side if he made a mistake. Maybe I went too far.

JasonBourne wrote:The new look is also a big improvement. Is it possible to add real faces with the mod tool ?


Actually, there is no mod tool per se. There is room to include real faces in the player textures, though I expect it will require some technical steps and good image editing skills to get very good results.

JasonBourne wrote:Movement.
Another issue I feel is the movement. It feels so sticky. I have not been able to move fluently and smoothly. The player runs, instantly stops, runs, instantly stops ect...

In tennis movement is essential. I should be able hop sideways smoothly and then accelerate when I see the ball far from me. I also noticed the player accelerates when autopos kicks in.

Some suggestions could be:
- Make the movement smoother.
- implement a manual acceleration button so we can accelerate manually instead of automatic acceleration. This will make the game more skillbased, and this will give a better simulation feeling.

Also, when the player stops running, I would not to let him stop fast, let him stop slow. We should control the speed, when to break and when not, that would be way smoother.


This is mostly due to the fact that you use keyboard, and therefore don't benefit from analog controls. Analog controls let you do all the things you talk about here. I can make the changes in speed smoother with keyboard controls, but it means you won't be able to jump-start or stop instantly when you actually need it. I hear you about the acceleration button, but there are so many controls already...

JasonBourne wrote:To conclude, the update is still fun but not enough. Visually its a HUGE improvement but gameplay wise its not a simulation yet. It`s still an arcade because of 2 major reasons:
- The autoposition problem


I can see your point of view on that, and as I said, I'll try to do something about it.

JasonBourne wrote:- You cannot aim outside the court


I still don't agree with you on that. To me, simulation is about duplicating the process a tennis player goes through in real life as best as possible, and I can't fathom any situation where a tennis player would aim outside of the court.
I can understand this gameplay choice in a game where aiming skills completely decide the outcome of a shot, but that's not the case in FA.
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Re: Full Ace new version preview

Postby JasonBourne » Mon, 06 Nov 2017 04:34

Ok so I tested the update and here is my review so far;

Its a good update with improvements. The run animation is fixed which is great! I also felt that shots are now a bit harder then before which is also great!

There are some issues however and they are as following:


1. Aiming feels worse :D

I think its a bug or something went wrong when u try to fix it but is ok.
When crosshair starts at the center and you try to aim to a direction, the crosshair jumps to the sideline which makes it impossible to aim smoothly. Heres a video:

https://youtu.be/kI6qBdeFW0M

Also, the issue about the earlier version is still present. When the crosshair starts at the left or right sideline, you cant aim to the other sideline, it is too slow and it stops in the middle or the safe zone position of the court. heres a video:

https://youtu.be/lYtOzwTxH6I

As I said before, the old Full Ace didn't have this problem and the aiming was good:

https://youtu.be/Ya8dZJEYLkI


2. Autoposition

I can feel the autoposition has been nerfed like I suggested, but it is not nerfed enough. It still runs at the ball from a huge distance:

https://youtu.be/sv26qqX_WL0

I went back to the old Full Ace game and I can confirm it doesn't have this problem. You need to be close to the ball for autopos to kick in.

Heres a picture of the situation:

Image

Ive drawn a red line to show you the distance from where the autopos kicked in. As u can see it is very long.
My suggestion is, it should be at least the half of the distance(something like that), as you can see, I drew a blue line beneath it.

Autopositioning also has acceleration run. I would suggest to separate them from each other. Let us manual accelerate, that would be more interesting and more simulated!

These are the issues I experienced so far. I will keep you updated.


I also have some questions.

I love the powershots, and they are balanced even more which is good. I just have a question because I'm not pretty sure if I understand it correctly.

The second click is the power click, and the more you hold it, the more power. That is what the tutorial said.

This is how I hit a powershot: I charge with the first click until it is green (meaning right before release) and I press the second click and release. That has worked the best for me. Is this how it should work ?
It is also very easy because you time it right before release.

But when I think about it, how can it add so much power if I click right before release? The goal was the more you click the more power? I also tried to click earlier but it either hits out, too high without more power or not as accurate.

So how does it work ?

Also, what is the difference between "speed" and "acceleration" stats ?

Thanks!
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Re: Full Ace new version preview

Postby kschoice » Mon, 06 Nov 2017 11:41

JasonBourne wrote:1. Aiming feels worse :D

As I said before, the old Full Ace didn't have this problem and the aiming was good:


OK, I'll try to revert to the old system, or something close to it.

JasonBourne wrote:2. Autoposition

I can feel the autoposition has been nerfed like I suggested, but it is not nerfed enough. It still runs at the ball from a huge distance:

https://youtu.be/sv26qqX_WL0

I went back to the old Full Ace game and I can confirm it doesn't have this problem. You need to be close to the ball for autopos to kick in.

Heres a picture of the situation:

Ive drawn a red line to show you the distance from where the autopos kicked in. As u can see it is very long.
My suggestion is, it should be at least the half of the distance(something like that), as you can see, I drew a blue line beneath it.


Your picture really surprises me, and here is why : you are including the arm reach of the player in the distance, while arm reach obviously isn't part of the player's movement. If we'd only draw the actual player's movement, I added the arrows we'd get :

Image

So, based on your drawing, you are actually advocating for autopos to only kick in when the player is already (or almost) at the ideal position to hit the ball. I don't see the point. In any case, there has to be a point where autopositioning kicks in because the same controls used for direction will then be used for aiming.

JasonBourne wrote:Autopositioning also has acceleration run. I would suggest to separate them from each other. Let us manual accelerate, that would be more interesting and more simulated!


I don't understand what you mean by "acceleration run". Please try to define that to me.

JasonBourne wrote:I love the powershots, and they are balanced even more which is good. I just have a question because I'm not pretty sure if I understand it correctly.

The second click is the power click, and the more you hold it, the more power. That is what the tutorial said.

This is how I hit a powershot: I charge with the first click until it is green (meaning right before release) and I press the second click and release. That has worked the best for me. Is this how it should work ?


Yes, this is how it's meant to work.

JasonBourne wrote:It is also very easy because you time it right before release.

But when I think about it, how can it add so much power if I click right before release? The goal was the more you click the more power? I also tried to click earlier but it either hits out, too high without more power or not as accurate.

So how does it work ?


I feel like you're going all over the place with your questions here, so I don't know if I understand them. I'll give you more insight about how I came up with the system : I experimented with a lot of solutions, and this is the only one that allowed me to test the timing of the player, and to allow the player to add a controlled amount of additional power. I use 2 taps because I don't want the player to be 'forced' to hit hard if he is on the ball early, and to be 'forced' to hit slow if he is late while in reality, nothing prevents you from doing the opposite.

JasonBourne wrote:Also, what is the difference between "speed" and "acceleration" stats ?


The speed stat influences the maximum speed the character is able to run.
The acceleration stat influences how fast the character reaches his maximum speed.

Thanks for your feedback !
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Re: Full Ace new version preview

Postby JasonBourne » Mon, 06 Nov 2017 17:45

Thanks for the reply.

kschoice wrote:Your picture really surprises me, and here is why : you are including the arm reach of the player in the distance, while arm reach obviously isn't part of the player's movement. If we'd only draw the actual player's movement, I added the arrows we'd get :

Image

So, based on your drawing, you are actually advocating for autopos to only kick in when the player is already (or almost) at the ideal position to hit the ball. I don't see the point. In any case, there has to be a point where autopositioning kicks in because the same controls used for direction will then be used for aiming.


Well no, the point of the drawing was to show you the distance the ball was from the middle court, because I was standing there. For me the less autopos the better but I understand it is impossible to implement like that because of how the game was designed.
I drawn the bleu line to try to show how much distance max from player and ball I think should be, so imagine the player standing infront of the bleu line. Otherwise I feel it too much, even the old Full Ace doesn't have it this wide.


kschoice wrote:I don't understand what you mean by "acceleration run". Please try to define that to me.


Well I feel that when autoposition kicks in, the player starts sprinting faster.


kschoice wrote:I feel like you're going all over the place with your questions here, so I don't know if I understand them. I'll give you more insight about how I came up with the system : I experimented with a lot of solutions, and this is the only one that allowed me to test the timing of the player, and to allow the player to add a controlled amount of additional power. I use 2 taps because I don't want the player to be 'forced' to hit hard if he is on the ball early, and to be 'forced' to hit slow if he is late while in reality, nothing prevents you from doing the opposite.


Yes I have alot of questions :D . I am ok with this system though, just wanted to make sure if Im not missing out.
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Re: Full Ace new version preview

Postby kschoice » Mon, 06 Nov 2017 18:18

JasonBourne wrote:Well no, the point of the drawing was to show you the distance the ball was from the middle court, because I was standing there. For me the less autopos the better but I understand it is impossible to implement like that because of how the game was designed.
I drawn the bleu line to try to show how much distance max from player and ball I think should be, so imagine the player standing infront of the bleu line. Otherwise I feel it too much, even the old Full Ace doesn't have it this wide.


The problem is your blue line is almost the same length as the red one I've drawn, that shows the actual distance covered by the player, and you're saying the distance should be half what it is. if you want to show me, please draw a new line that compares to the red line I added.
Anyhow, I just tried on the old version of Full Ace, and I manage to get the game to autopos by similar amounts that you've shown. Roughly 1-1.5m. I'm guessing I could lower the threshold a little bit more in the current version, but not that much, because, as I said, it's needed, and also other beta players are already complaining it makes return of serve too hard.

JasonBourne wrote:Well I feel that when autoposition kicks in, the player starts sprinting faster.


Not faster than you would normally be able to, and only if it is needed to reach the ball. We can't really have your player slowly walking towards the ball and missing it, while you are using the direction controls to aim your shot, can we ?
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Re: Full Ace new version preview

Postby JasonBourne » Mon, 06 Nov 2017 18:59

Yes and thats why I also suggested manual sprint. That way we can sprint to the ball when we need to. 1-1.5m for autopos is alot imo.

My aim here is to give you ideas because the goal is to make the game a simulator instead of arcade as far as I know ? If I am wrong pls correct me.

At the end these are just ideas, no critisism, I try to help and you make the shots :D

Also, can you message the other guys and tell them to write reviews here also? I dont know who they are, that way we can all discuss it and it will be better to come to a conclusion.

Thanks!
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Re: Full Ace new version preview

Postby djarvik » Mon, 06 Nov 2017 19:02

I have not had a chance to try the game....too busy at the moment. But concept-wsie I am always for more control - less autoposition. More controls on the shots, more sensitive controls, more outs etc. ANYTHING auto in the game does not appeal to me.
I understand the need for it, as animations have to trigger at certain times etc, plus the new players can benefit from a less steep learning curve. If there is a way to dial in the positioning - great.

I wish more people would try the game and not be shy to share their opinions, to help the agenda.
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Re: Full Ace new version preview

Postby kschoice » Mon, 06 Nov 2017 19:09

JasonBourne wrote:Yes and thats why I also suggested manual sprint. That way we can sprint to the ball when we need to.


I think you're missing the point. How are you supposed to manually sprint if you are currently in the process of aiming ?

JasonBourne wrote:1-1.5m for autopos is alot imo.


In certain situations, it's actually not that much. Maybe a time-based approach instead of a distance-based one would be better.

JasonBourne wrote:My aim here is to give you ideas because the goal is to make the game a simulator instead of arcade as far as I know ? If I am wrong pls correct me.

At the end these are just ideas, no critisism, I try to help and you make the shots :D


Yes, of course, but I have to tell you what the limitations are :D

JasonBourne wrote:Also, can you message the other guys and tell them to write reviews here also? I dont know who they are, that way we can all discuss it and it will be better to come to a conclusion.


I asked them all to give feedback. I guess they'll do when they can.
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Re: Full Ace new version preview

Postby kschoice » Mon, 06 Nov 2017 19:12

djarvik wrote:I have not had a chance to try the game....too busy at the moment. But concept-wsie I am always for more control - less autoposition. More controls on the shots, more sensitive controls, more outs etc. ANYTHING auto in the game does not appeal to me.
I understand the need for it, as animations have to trigger at certain times etc, plus the new players can benefit from a less steep learning curve. If there is a way to dial in the positioning - great.


Thanks for your input djarvik. My concerns exactly.

I could put in an option that would allow the player to decide how much autopos he wants. But that could be an issue in regard to fairness when playing online : would you then enforce a certain setting ?

djarvik wrote:I wish more people would try the game and not be shy to share their opinions, to help the agenda.


I am always eager for feedback. Maybe we could also arrange a time where I would come and chat with you guys on the Discord Server.
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Re: Full Ace new version preview

Postby FEDERER2 » Mon, 06 Nov 2017 21:21

Just tried it out a bit, and it's a HUGE improvement from last versions, and I will definitely get this when it comes out (if I can :D). Controls are much easier to use, and that's probably because of the new anims. Cannot wait until this comes out!
Biggest wins: Singles:DC:def. mohd954 (10) 7-6(4) 7-6(9), RG:def.pigrosofo (15) 4-6 6-4 6-3 7-6(7)
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Big doubles titles: FEDERER2 slam 2016 RG - 2017 AO
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Re: Full Ace new version preview

Postby kschoice » Tue, 07 Nov 2017 10:13

FEDERER2 wrote:Just tried it out a bit, and it's a HUGE improvement from last versions, and I will definitely get this when it comes out (if I can :D). Controls are much easier to use, and that's probably because of the new anims. Cannot wait until this comes out!


Thanks for the encouraging feedback !
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Re: Full Ace new version preview

Postby Elias » Wed, 08 Nov 2017 22:36

kschoice wrote:
djarvik wrote:I have not had a chance to try the game....too busy at the moment. But concept-wsie I am always for more control - less autoposition. More controls on the shots, more sensitive controls, more outs etc. ANYTHING auto in the game does not appeal to me.
I understand the need for it, as animations have to trigger at certain times etc, plus the new players can benefit from a less steep learning curve. If there is a way to dial in the positioning - great.


Thanks for your input djarvik. My concerns exactly.

I could put in an option that would allow the player to decide how much autopos he wants. But that could be an issue in regard to fairness when playing online : would you then enforce a certain setting ?



In short : do it, give the gameplay options to the players, don't enforce automated helpers if possible. Being a slider in gameplay options, or via modding, whatever. This aspect is what did personnaly put me off from Tennis Elbow in the long run, and moreover enforcing on us mechanics we don't like, when we were simply asking to have the *choice* the way we want to play the game. Of course ITST environment is specific, and always thriving for more control freedom (thus the inquiry of Jason asking you to let him strike 3m out of the court if he *wants to*, or just if the opponent puts him under pressure enough to suffer enough tension in his fingers to enforce him to make this error :) Ok it's about tennis, but above all, it's a videogame), and overall, because in a competitive environment you always want more control depht to let player skills express as much as possible, less control options and enforced helpers would smooth the field skill wise. I perfectly understand the need to also have a game easy to pick up enough to avoid scaring new/casual players, but it's also important to consider the needs of more dedicated/hardcore communities.

Would we enforce a certain setting ? Not sure what you mean about it. Would we enforce a setting the way the competitive matches have to be played on ITST ? Yes probably, i think it always has been the case on every tennis game hosted over here, some settings rules, fixed stats, depending the game and the mechanics/options offered.
As for the game itself, you can make it simple by having the host setting the options for the match (maybe these options could be displayed in the game browser in some way). You could also decide FA offering deeper gameplay settings/options via modding only, although in this case, some sort of mod ID/checksum would be necessary to enforce a modded game client to be only able to play with another client using the same mod (like TE does by the way).
Hello friend ;)
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