Replay to short?

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Progman
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Replay to short?

Post by Progman »

independent of someone like replays or not in my opinion the replay is a little bit short. I wish the replay is 2-3 sec longer, cos sometimes u dont see the assist for the goal, only the scorer who goals. Sometimes there are incredible passes and noone see it.
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Armagon
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Post by Armagon »

The replay length is fine as it is, making it longer would just bug a lot of people (myself included).
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Messy
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Post by Messy »

Sigh, I'm happy with it..I just wish people would stay longer to watch replays in the end :(

Really a shame that they go to waste =/ (not talking about pubs though, don't care about 30 random boring goals)
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<_Kapi_>
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Post by <_Kapi_> »

FORGET LONGER REPLAYS.... i think you should make replays on awesome saves!!! I think that would be better. Don't know how you would make it work tho...:hmmmz: :p
Last edited by <_Kapi_> on 11-07-2004 16:58, edited 1 time in total.
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Messy
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Post by Messy »

I posted a system for rating shots once ;p but that wasn't really easy to code, and well..who cares o_O
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<_Kapi_>
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Post by <_Kapi_> »

What are you talking about messy!:hmmmz: No clue what rating shots would be....please elaborate:lol: and does it have anything to do with replays of GREAT SAVES?:eek:
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R3L!K
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Post by R3L!K »

I like the ideas of replaying great saves too, but the problem is how?

I think the best way would be to save them for the end of the match.

if there was a way of knowing when a keeper makes a 1 on 1 save, then all those should be shown.

also, if the keeper catches the ball travelling at a high speed (eg over 110 km/h) then those could be saved too.

might work

but will probably be told its a shit idea by his royal davidmness
Last edited by R3L!K on 11-07-2004 17:01, edited 1 time in total.
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Shev.npu
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Post by Shev.npu »

D: replays longer = ew

reason being (you may not of heard of #dbpickup) but when in pickup, and a team gets slaughtered like usual, replays get boring, so i take em off (thats me)

but obviously a good keeper always thinks the ball went thru him, so we watch replay, and say, no it didnt ¬_¬

but replays sucks
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Messy
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Post by Messy »

<_Kapi_> wrote: What are you talking about messy!:hmmmz: No clue what rating shots would be....please elaborate:lol: and does it have anything to do with replays of GREAT SAVES?:eek:


It's easy..with 'rating shots' I mean, rating how difficult a shot is by measuring a few things.
If difficult shots get saved, that would be worth a replay..

A few problems with this:
- It's too much coding :X
- Only suited for a limited amount of functions; it can be used for keeper awards and (longer/special) replays for attackers or keeps (maybe even so that 'boring' shots don't get replays)

Anyway, the quote:
From the Player Stats related idea thread
Messy wrote: My idea:

A shot gets an amount of points to try and calculate it's difficulty:

- Was an assist used? +1 for an assist for a volley (regardless of 2nd or 3rd assist..+1 with any amount of assist, only those in close vicinity of goal, and/or within 2 seconds of the shot) +0 if it was a regular shot
- Were there any defenders? +1 per defender that was close to them, or between them and the wall
- How was the placement? Top, top corners and bottom corners each +1, no extra points for anything not perfect enough
- How far was the charge/was it a volley? +0 for half charge, +1 for full charge shots, also +1 for volley
- Was the shot inside pzone? +1 for pzone
- Was the attacker hit before shot? No hit +0, right timing on hit -1, bad timing on hit +1, doesn't count for volleys
- Was the shot deflected? -1 for deflected shots (rmb or .2)
- Did the attacker use curve? +1 for curve (even though it's only effective at certain range at certain charges/speeds, this would be too hard to calculate, and using unnecessary curves that don't have much effect on so little distance would just be giving points to the keep anyway, because it's an equally easy shot worth more points)
- Did the attacker change aim (fake out) while shooting? +2 if he changed aim in the last .2 seconds of a full charge, +1 if he changed aim half way through a full charge, +1 if he changed half a second before releasing an unlocked rmb shot, +0 for volleys
- Only for volleys: was it an lmb or rmb pass and from what angle? Maybe a certain radius from the back: +2, side lmb +0, side rmb +1 (takes more time), from the front +2 (arguably considered harder)

A 'full charge' should be counted as anything between the max. amount of charge you can achieve after being hit by a defender, to the actual full-charge (not overload!)

Max. amount of points for a charged shot in a 5on5 would be 4 defenders+Top corner+full charge+released within pzone+after being hit with bad timing+using curve+changing aim in the last .2 seconds, which equals 4+1+1+1+1+1+2=11.

Now obviously if a keeper would catch a difficult shot he should get most points,
If a keeper doesn't catch a difficult shot, least points possible should get taken off of his score!

Afterall, it's worse to not save an easy shot, and it's hard to catch a difficult shot like that.

Seeing as max points would be about 11 for a charged shot, and (1+4+1+2=)8 points for volley shots, a keeper should respectively get +11 or +8 (might need more things to judge volley shots? can't think of any more atm) 'save points' for those shots.
However, if he misses a charged shot, the difficulty of it is substracted in points from the maximum of points (respectively 11-x or 8-x where x is the difficulty of the shot in points), which is then either made into a score in terms of 'missed points' (with save points/missed points as a stat, where the person with best ratio of saved to missed points = best keeper), or substracted from the 'saved points' where s-m=k (when s=saved points, m=missed points and k=keeper points) results in a 'highest score wins' type of thing.

Both would be right ^^;

edit: maybe calculate 'charge' in speed as Relik said, because obviously charge means nothing if the ball is shot from far.

edit2: Also, maybe if an rmb pass from a teammate goes in, add a 5 on missed points, and if a keeper has left the goal, make the last keeper responsible, but only let a max of 5 points (or other amount) be taken off, because obviously there's less pressure on the attacker and it's easier as well as more meaningless to pull of a good complicated shot)
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R3L!K
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Post by R3L!K »

reason being (you may not of heard of #dbpickup) but when in pickup, and a team gets slaughtered like usual, replays get boring, so i take em off (thats me)
if you don't wanna stick around at the end of a pickup, don't. But those that do should be allowed to watch 'extended highlights' if they want.

otherwise its just repeating the same info, which of course is boring!

in fact, it just occured to me that when a nice save gets recorded for the end of match highlights...there should be some kind of immediate notification... maybe in the message box....

eg... "Messy's leet shot was saved by the legendary keeper ReLiK" ;)

[Keepers need more recognition on pubs]
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Shev.npu
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Post by Shev.npu »

totally irrelevant to what i meant, but i can understand were ur coming from

i meant inbetween each goal. i even get bored of one small replay, which fucking bugs me, cuz its takes time. and yea we know he scored.. i know! lets watch it again ¬_¬

also with replays at the end, 2v2's 3v3's with tons of goals. it drags,
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DavidM
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Post by DavidM »

"I wish the replay is 2-3 sec longer, cos sometimes u dont see the assist for the goal, only the scorer who goals."

I couldn't agree more!
Will be done...
xiller8r
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Post by xiller8r »

make it a configurable server option
"replay length"
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Achilles
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Post by Achilles »

*sets short reset on npu server*
Fooman
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Post by Fooman »

I like the replay going back further in time to get the good pass, but is there any way you can speed up the frames so it isn't so slow? Not to the point that it's regular speed, but just a little faster than it is in 2.1.
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