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Originally Posted by jkits |
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3 out of 4 quarters aint bad lol...
So, I'll say that all sports games have somewhat of a momentum swing tide that shows up. Which I'm fine with b/c sometimes its in my favor. But its still a game. Attempting to get it to play realistic relies simply on creating unpredictability and taking the clamps off of being able to anticipate the outcome.
Now lets say you have a good slider set, but the same thing still happens? How do you respond to it? Do you game plan? Do you adjust lineups/matchups, or who the go to guy is? There is a way to have realism, and for things to not always turn out in our favor.
Usually when I release sliders, I've worked out most of the kinks pre upload, but this time I wanted to involve more people so that I'm not always testing in a vacuum know what I mean. But more updates will ensue, and v1.0 is simply to gather info. The game is only out 1 week so far and we'll be able to get it functioning to actually be fun and not predictable.
Last thing, do you play 12 min qtrs? Was this the only game you've tested? If so, I suggest to everyone to give it 3-5 games. With as many possessions in a basketball game, each game tells a different story. You have to see a few different narratives to get the gist on how the game functions. Appreciate the honest feedback man, and hopefully I can your experience be better!
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I play 8 mins quarters (12 is too long for me). I'm well aware your sliders have anything to do with the unreal CPU momentum switchs...
Play-wise, they seemed really good.
The increased acceleration/speed slider made it way too hard for me to follow the CPU moving around, so I got it closer to normal. Still had a few fast break points.
For the rest, shooting is much better! especially in the paint, where if was impossible to score if an opponent was around.
I think it's still too hard to get a proper play based on screens... you sometimes have to try 4-5 screens in one possession to get a somehow effective one. Most of the time, the opponents just glide through.
On the other side, some cpu screens block your players for 2-3 secs and give tons of open shots. This is really unfair, but idk if this is fixable though...