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Mr Pants Excessive Deathball

Posted: 14-03-2003 14:34
by NitrousOxide
Jump: Instead of just using the standard jump available, which allows some z-axis play and a reasonable boost possibility, DB chooses the spam quad-jump version which allows boosts covering half the pitch.

Power: Instead of using a range like that in BR, which would travel less than half the length of db-cube (promoting better teamwork), DB chooses to let you to launch a ball that goes further than the length of said map and then bounces around like a tennis ball.

Volley radius: Instead of making the timing for volley shots and volley interceptions (volleying a ball that was going to go over your head) a finely tuned skill, DB chooses to let you use this feature when the ball is upto two running steps away from you.

Volley power: Instead of solely giving volley shots the advantage of not having the charge-up time (like standard shots), DB chooses to further demoralise defensive players by making volleys 33% faster than a full power primary-fire shot and then reward the assist and scorer with extra points for a shot than was harder for the keeper to save.

Sprinting: Instead of making the stamina a valuable resource, to help make space on offence or recover a defensive weakness, DB chooses to allow players to sprint for upto 6 seconds (equivalent to half the length of db-cube).

Passing: Instead of limiting direct passes to a maximum distance less than width of db-cube (promoting a team moving up and down the field as a unit), DB chooses to allow players to pass accurately over a distance greater then half the pitch in db-cube.

Adding features to a game in excessive amounts rarely makes a game better (in terms of both enjoyment and tactical thinking) than if the feature was included in a conservative manner. Unfortunately, Deathball is not an exception to this rule...

Posted: 14-03-2003 14:42
by theberkin8or
make your own game, you want to completely change db fine make your own game

and most of your comments are just plain short sighted, if you would think about them long enough you would realize why they have to be the way they are, db isnt just some quicky thrown together game, all the values that make up its game play have been thought about extensively ,but both the dev team and the community.

if you got rid of lob power you also get rid of shot power, you get rid of quad jumping to remove boosting you get ride of jump over defenders for shots interceptions or passes, get rid of volley power make volleying pointless, use your ideas ruin db.. ext

Posted: 14-03-2003 14:43
by Maegrim
Power: Instead of using a range like that in BR, which would travel less than half the length of db-cube (promoting better teamwork), DB chooses to let you to launch a ball that goes further than the length of said map and then bounces around like a tennis ball.
go play BR if you want to play BR :mad:

im being overly harsh..

Posted: 14-03-2003 15:36
by fro
iv decided to quote everything.. and add my own comments.. sorry for people who have trouble reading.
Jump: Instead of just using the standard jump available, which allows some z-axis play and a reasonable boost possibility, DB chooses the spam quad-jump version which allows boosts covering half the pitch.
Boosting is a key element of the game... teamwork. quad jump is needed for intercepting passes/making vollies etc
Power: Instead of using a range like that in BR, which would travel less than half the length of db-cube (promoting better teamwork), DB chooses to let you to launch a ball that goes further than the length of said map and then bounces around like a tennis ball.
its needed for fast shots and 'ave it' clearances.
Volley radius: Instead of making the timing for volley shots and volley interceptions (volleying a ball that was going to go over your head) a finely tuned skill, DB chooses to let you use this feature when the ball is upto two running steps away from you.
sigh.. you need the distance because of the velocity of the ball coupled with the latency of the internet.
Volley power: Instead of solely giving volley shots the advantage of not having the charge-up time (like standard shots), DB chooses to further demoralise defensive players by making volleys 33% faster than a full power primary-fire shot and then reward the assist and scorer with extra points for a shot than was harder for the keeper to save.
im a defensive (ish) player. im not demoralised. its easy to stop a wall volley whore. the power and points (even though i think its one point too many) increase is justified as its harder to pull off an accurate volley from a well timed pass whilst the defence boost the fuck outta you.
Sprinting: Instead of making the stamina a valuable resource, to help make space on offence or recover a defensive weakness, DB chooses to allow players to sprint for upto 6 seconds (equivalent to half the length of db-cube).
hmm.. it still needs tuning, but it is a valuable resource when used correctly.
Passing: Instead of limiting direct passes to a maximum distance less than width of db-cube (promoting a team moving up and down the field as a unit), DB chooses to allow players to pass accurately over a distance greater then half the pitch in db-cube.
im pretty sure some people could kick a football into a goal 100meters away, or shoot someone in the back with an airgun from 100meters. i know i could.
Adding features to a game in excessive amounts rarely makes a game better (in terms of both enjoyment and tactical thinking) than if the feature was included in a conservative manner. Unfortunately, Deathball is not an exception to this rule...


errm.. db wasnt just released.. davidm didnt just pick the figures out of the air (hmm, maybe the 1 sec keeper latency), its gone through multiple revisions and changes for about 5/6 months now (i think, not sure on exact dates). Its reasonably balanced as it is at the moment, but it still needs slight adjustments.. not the gameplay killing plans suggested above.

Posted: 14-03-2003 16:34
by Maegrim
1.2 was nov 2002, so about 6 months now

Posted: 14-03-2003 16:46
by DavidM
i agree with all (except the first post) :D

Posted: 14-03-2003 16:47
by DavidM
meag, do you know that you can erase a complete base with 2 level 3 overlords with gattlings? :D

ok, lil OT

Posted: 14-03-2003 17:20
by L33FY
GLA Mob rush with ak47s = China pwned. *sigh*


Anyway, I cant belive you want to tone down that...1.6 is fit me now and I want it to be like that I guess, Boosting is fine, Touch boosting and players will leave DB :o

Posted: 14-03-2003 17:28
by Maegrim
i use two gattlings for every 1 speaker tower, and a gattling tank, works great :D

Re: im being overly harsh..

Posted: 14-03-2003 22:45
by beefsack
froste wrote: im pretty sure some people could kick a football into a goal 100meters away, or shoot someone in the back with an airgun from 100meters. i know i could.


just to brag :p

when i was goalie (real life soccer) i scored a goal from my own penalty area and it bounced once. and professionals can kick waaay further than that.

Posted: 15-03-2003 01:46
by Surge
i still think, and always have, that you should be able to charge the shield gun for hitting the ball. But unlike regular UT2003 once the shield gun gets limited it fires. A no charge volley would go @ approx 25m/s, a 1/2 would be as fast as a full charge shot (about 35) and a full would go 45-50m/s. this would make people think twice before volleying every shot.

Posted: 15-03-2003 12:14
by fro
errm, no.

im guessing your a striker, right? ;)

i use volley to intercept crosses/passes, for a quick lob over the defence and to punt the ball upfield away from attackers..

..and that fucking charging noise every second of the game... aaaaaaagggggghhhh

Posted: 15-03-2003 13:44
by Surge
so you one of those spamming assholes... wy couldnt they just keep you idiots at 200 range ffs. I mean they only made passing as slow as a snail on stilts. Its like shooting fish in a bucket.

Posted: 15-03-2003 14:15
by fro
ooh... an angry striker... pissed maybe cos the good ol wallpass isnt as easy as before? ;)

iv always used volley as an intercept device since its introduction, not since they increased the radius, which helped slightly..

passings fine as it is.... if your postioning is good.

Posted: 15-03-2003 14:31
by Surge
actually i dont volley too good so i stick to shooting and when i do volley ints never from that wallie-ball crap, i can even stop those and i'm the worst keeper on earth.

Also, nice try on that "I'v used it before the bigger hammer" stuff. I play with some of the best players in NA all the time and even they say with the old range/power that it was almost always intercept or bust.

and passing isnt fine. Its made for little hammer-happy people like you.