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jobjjobj's avatar
jobjjobj
Seasoned Hotshot
6 days ago

Questions for the Devs

EA_Pulsar​ pls get us answers to the following

 

  1. Who designs the ball physics? Please check this header cross, Newton would twist in his grave seeing how the header effortlessly changes the ball direction 180 degree and makes it faster too, and pin point. 

    https://youtu.be/Wf-piRhryqo?si=EUdKMu1IFSjclKcG

  2. Why do players who fall down take so long to get up? They either take long or very long to get up. When they take very long it becomes evident that I am not destined to win the match. My opponents never seem to fall.
  3. Why is the input delay on the joystick worse than the buttons?
  4. Where does autoplay get the details of opponent player coordinates from? Is it possible that opponent's autoplay engine reads my inputs?
  5. Why my players dont sprint in vsa??
  6. Does the game introduce varying amount of latency? Is this why wifi quality varies during a match? It gets worse when i am leading :-)

2 Replies

  • All good questions. And I’m particularly interested in #5 and #6 because I’ve noticed what feels like artificial latency introduced into other modes — e.g., “world class”-level matches where, instead of facing another user your playing against an ai and you wouldn’t expect connection latency to be a factor. Yet these matches feel “laggy” as if latency is being used by the developers to help simulate difficulty (which makes these games feel really sluggish and frustrating — not just because the delay between your input and the output on the screen is like playing with one arm tied behind your back and make it hard to win, but because the difficulty isn’t coming from the prowess of the opponent but from a jarring lack of control you suddenly have over your players compared to other modes/matches). And if the latency is not being artificially introduced then I would urge the developers to look into why it “feels” this way because it definitely diminishes the user experience.

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