Gameplay Feedback: Footplant Nitpicks and Suggestions
I attached a video that explains some of what I've written but raised some other things I wish footplants would have (or not have) - I summarize the video in the nitpicks section. I've noticed the footplant update this season is mostly just making the character stop their motion for a fraction of a second then continue moving after the foot leaves the ground. With medium-fast speed air footplants, this looks jarring. I would prefer that the leg would follow the ground coming up to the point of ground-contact then jump past the point of ground-contact -- without it affecting how footplants look if done at a slow speed. *It's very important it doesnt affect slow or stationary air footplants because that's the speed where some footplants are used (ramp apexes, onto coping) - if my character did a big kick motion backward while I'm just doing a stationary footplant that wouldn't look good. Aside the jump speed, the current air footplants look good stationary, Just not while moving at a moderate speed. and even then at a slow speed I would like if there was a more elaborate leap motion or tweak, or anything cool. Basically the jump animation when the foot is on the ground should be elongated and should kick out depending on the direction of travel. here's a drawing with exaggeration to make my point: The game currently has the leg below the knee move forward a bit before the footplant, which I think helps - but the jump animation is vertical regardless of speed and direction. If moving and facing forward, the leap of the leg should happen behind the character a bit. if this was how the animation system worked you probably wouldn't need to have the entire character stop their motion as hard to fix the feet sliding. I implied it already but It would be nice if the leg can move side to side (or in reverse) so you can do the footplant mid-spin without the leg kicking in the wrong direction. --------------------------------------------------------------- Footplant nitpicks summary: I attached a video that explains mostly what I've just written but raised some other things I wish footplants would have (or not have) - I summarize and elaborate on it more below. -- 1 - Footplant Height (air and ground) There's no height control of the footplant, it's this very fixed strange unnatural arc that jumps up sharply not matching the momentum of the footplant jump animation. A solution to this is reverting the change of making footplants higher - or adjusting the animation. Additionally it would be cool to have a feature that adds a short hop & high jump for footplants. Much like how a platformer game works or like Super Smash Bros. Where the input behavior is basically releasing the button before the jump force is initiated = a short hop. if you hold the button past that point it will do a normal jump. If you actually elongate the jump animation of the footplant you can probably add an additional option between where tapping it is a very precise input (window of a dozen frames), between that and moment of the jump is the medium option, and holding the button past the point of where the jump starts is the high jump option. Short Button Tap / Very-Early Button Release = Ground: short hop. Air: kick a wall or run with the ground one-foot briefly before putting your foot on the board Medium Button Press / Early Button Release = Ground: normal footplant height. Air: normal behavior, normal kick away from a wall Long button hold / Late or No Button Release = Ground: exaggerated animation and height. Air: holding the footplant pose for a while before leaping if done at slow speed. If already going fast speed normal behavior + extra jump height. The reason I specify "button release" is because footplants most of the time are held in one-foot position somewhat before ground contact, we already are holding the button it feels like, so it's the release timing during the start up of the footplant animation that actually determines the jump height --- 2 - Footplant (air and ground) Spin Flow: Ground/Air Footplants only allow you to spin after the foot leaves the ground, IRL you can tweak the board and even spin your body in the direction somewhat mid-leap. It looks better not because it's "realistic" but it's because the current way of spinning from a boneless is very canned - it's not a smooth transition. A solution is perhaps just adding a slight rotation if already holding LS with the footplant, or having a slight unique animation for it, where its largely the foot, head, and skateboard angle being adjusted to face the direction of the spin. --- 3 - Footplant (air and ground) Trick Flow: Ground/Air Footplants don't allow you to do fingerflips or tweaks until the foot is on, and even then it takes a while after the foot is on for the trick animation to kick in. A solution is IDK, but for grab tweaks maybe you can blend animations half way into a pose until you are "truly" in the air state then you finish the tweak. For finger flips it might require new animations, but it would be interesting if you can experiment with the leg animations being independent of the finger flip and seeing how that would look off of bonelesses. but this seems like multiple animations playing at once blending into each other which might be black magic. --- 4 - Footplant (air and ground) Jump Speed: My issue is specifically the part where the foot is on the ground - it's massively shortened in-game. An IRL vid I compared it to (which has comparable air time to the in-game version) show that the foot stays on the ground longer and the leg takes longer to extend off the ground. this one is more subjective but my best argument is that it makes the footplant seem anticlimactic or unceremonious - like it's this quick derpy thing that happens.. skate 2 and skate 3 did a better job at the jump animation length, and I think it really adds to the force of the jump without needing to make it literally bigger. Making the speed slower at that part of the animation plus having the leg follow the ground somewhat would make the footplant feel more lively than the stiff leg animation having pogo physics. --- 5 - Unrelated Nitpick - Making the Legs Extend More on Landings for All Tricks: My friend made the argument that not extending the legs down and just falling with your butt already at your board is somehow steezy but I think it looks very uncomfortable. Part of why you extend your legs on a landing is to create room to soften the landing. Skate 1-3 had this effect, and it made landings look heavy and full of inertia - because usually the skater compresses their legs immediately after. New skate has this but it's not as pronounced and sometimes it never does it. I'm unsure if this fits the style of the skater(s) mocapped for the game, but it might be worth investigating or experimenting having the legs stomp stuff, maybe only on certain drops or transition. I suggest it can be introduced as an animation update or a feature if styles come back. --------------------------------------- weird small behavior I noticed after writing all this: Last season it was probably reported as a glitch but I finally noticed this season you can't gain speed from a fastplant/boneless from 0 speed anymore. ALTHOUGH when you have a tiny amount of speed and do a boneless you can hold forward to gain speed - it just doesn't work when completely stationary - which is odd. your foot is literally touching the ground you should be able to go wherever IMO, and IRL you always move slightly to the frontside when doing a boneless stationary. Anyway I never grab or boneless at 0 speed, it is a niche situation. But the option to go in a direction should work for stationary ground footplants, it seems odd it doesn't do anything when you hold LS on a completely stationary fastplant or boneless.Skating Passion Since 1987 - Sharing Videos, Tricks and Stories
Hello, passionate about skateboarding and a purist with about fifteen years of IRL skateboarding in the "golden years" from 1987 onwards, I launched a YouTube channel to share this passion, without pretension, just for fun. My goal isn't to post videos at a set, calculated frequency just for the sake of posting, I simply enjoy the game while saving certain shots. These might spark an idea or a concept, and if so, I set them aside to produce a video that makes sense to me. Being able to exchange feedback afterward, whether positive or negative, but always constructive, is a significant bonus. Here's the link to the channel : HK-SINISTER Thank you for taking the time to read this.. Please feel free to share your thoughts; I'm open to all your suggestions. Peace !1.5KViews11likes96CommentsMy top frustrations/complaints/suggestions for skate.
idk if any dev is actually going to bother reading all this, but if so then thanks and sorry for it being so much. I tried to order each list from most to least important for each category (in my opinion, of course) (EDIT: Added categories and moved everything I listed later in the comments up to Dec. 11th into the OP instead) (EDIT 2 Electric Boogaloo: I've been crossing out all of the ones that have been fixed/added/adjusted/etc. Thanks for already addressing a lot of these!) I'm going to first start with my #1 complaint that I didn't know which category to put it under, so instead I'll just leave it under no category at the top: The game is online-only and there's no way to play offline or preferably host a P2P/LAN server. I don't like spending money on online-only games knowing that inevitably one day they'll be shut down. Please plan for the future and make sure all the work you guys have put into this game will be preserved. Visuals: Because the game uses Lumen lighting, a lot of the dynamic lighting is very splotchy and looks poor. Even more annoying is the ghosting around any moving object/character when Lumen lighting is behind said object/character. A great example of this is if you go to the stage in Hedgemont where all the TV screens are and run around against those screens, you'll immediately see major ghosting all around your character. It'd be a nice detail if the bottom of our skateboards got scratched up when used enough, like in other games such as Session. I think even a few of the THPS' had this. Also include an option to reset the board damage, or disable the feature entirely since I'm sure some people out there will complain otherwise. I'd like to see more of the lighter bail animations where you don't completely fall to the ground but instead stumble off your board and barely regain composure. There were a lot of really good ones in skate 3, while so far I think there's only two or maybe three in the new game? Audio/Music Player: Disabling the "Vee's comments" audio setting doesn't affect her repetitive dialogue at the start/end of every challenge. Please Vee, I know what a "pig challenge" is already! The only current workaround is to turn VO volume all the way to zero, but then I can't hear my own character, nor Shingo, Slappy, and Lizzy, who I like the voices of. Please let us disable how the music player automatically starts playing a song every time you begin a challenge. I like the in-world music, I don't want to get blasted by a song for 45 seconds until the challenge ends and it cuts off. Currently I have to open up the music player and pause it every time I start a challenge, which sucks. I'd like a way to block/dislike songs so they stop playing in the open world and during challenges. Alternatively only play songs that I've favorited. There are certain songs I hate hearing so much, please! Could we get a "skip" button on the music player to skip forward to the next song? Edit: Thanks for adding this! Settings: There's no gameplay assist setting to disable/tone down the vert magnitization. I'll often be trying to grind a rail or just ollie over something but instead magnetize to some far away ramp and my whole character goes sideways. The "low camera" setting isn't quite accurate to the original skate's low camera view. I want it to be a bit lower and closer to the board. Please either replicate that camera view from the original, or just let me manually adjust the camera position and angle in settings? Please add DLAA. This would also help with the Lumen ghosting issue I mentioned under Visuals. Please add a graphic setting to disable the chromatic aberration effect. UI: The map could really use some icon filters so we can hide/view specific mission types, or hide them all so we can just see fast travel locations and other players. I'd also like if fast travel icons were visible when zoomed out further. Please let me hide the "2/4 players in party" HUD element that's always on the right side of my screen. It's very unnecessary imo, why would I need to constantly see that? It's one of the only HUD elements I currently can't remove, and I want as little HUD as possible in skate. When a party member is in the pause menu or using the replay feature their little triangle icon above them should change to either a paused icon or camcorder to represent either of those, that way you know they're busy and don't try to start a challenge while they're in there (which annoyingly just starts it by yourself). Edit: Thanks for adding this! I can understand why the social menu was moved to its own tab with the S2 update, but it feels weird that its the only tab that uses RT/LT to navigate. I think the social menu being under the main home menu tab previously was perfectly fine, and easier to access. Object Dropper: The object dropper only allowing a measly FIVE objects is so limiting, you can't do much with that. Please increase it quite a bit so we can create cool stuff! Please let us save the objects we've placed so they load back into the map the next time we launch the game. This would be so cool with a drastically increased limit as well. I'd love to build cool skate spots and shortcuts all over the whole map. Before Season 2 we could remove objects holding others up and it'd let them float. This was necessary for some builds because of the limit of only 5 objects. After the S2 update if you delete the object that's holding something up, the entire thing just disappears instantly with no way to revert. Please either let objects float once more, or, better yet, just increase the object dropper limit! Then I can afford to leave objects holding others up for "structural support." Controls/Tricks: Bailing is so finicky in this game, it feels like the detection for it is a bit broken. I very often get thrown off a grind for seemingly no reason. Edit: This is much less of an issue now, pretty rare for me to just randomly bail off a grind when I shouldn't have. Bring back grind grabs (grabbing the board while in a grind). Similarly, bring back the ability to grab the board while powersliding! Currently 360 hardflips and inward flips are the only ones we can't hold. Are those planned to be added in the future? Does the setting to enable sideways ollies not currently work? My friend and I can't figure out how you're supposed to do them once you've enabled it. I expected them to work the same way directional pops do in Session. Edit: I've figured out how they work, it's just very subtle unless you're sitting still when you do one. https://youtu.be/tHfiU9-P8A8 Map/World: Add some interiors! The lack of any indoor locations (except the S2 tunnel) is disappointing. For example, I'd absolutely love if there was an indoor mall to skate around. I hope suburban areas are planned for a future map expansion. Those have always been my favorite areas in the series, the first game especially had a phenomenal suburban area with plenty of nice spots to find all around the neighborhoods and alleyways. Missions: When doing a line challenge if you complete an attempt but only finish half of the goals it'll cross them out even though you need to do the whole thing in one attempt. After it crosses a goal out you can no longer tell your current progress on that goal in your next attempt. Already completed goals should still count toward daily/weekly/seasonal tasks so we can replay completed missions instead of having to rely entirely on the daily rotations that get old very fast. There are so many missions that should be getting reused for the daily challenge rotations to add more variety. Currently there's only two days' worth of daily challenges that switch in and out. Add all those other missions that were one-and-done to it, I'd love to have a reason to replay them and earn XP/Rip Chips/Tix! I'd like to see more missions that actually require using the Object Dropper. Currently there's very, very few (less than 5 maybe?) that do, and they're very basic like, "place one ramp in this exact spot and you're done." I want some open-ended missions that are almost like puzzles, "find the right pieces to make it across this gap," that kind of thing. I really like the new Own the Lot challenges, I love how many different objectives you've made for each area and that they're randomly chosen for replayability (not that there's a reason to replay them once you earn the Tix...), but the balance for solo or two players needs looked at. It is extremely difficult to reach the highest reward with two players, and practically impossible if you're solo. I don't think you should be forcing people to play in full parties just to be able to complete them. Please either have it dynamically adjust the amount of time given based on number of players, or just bump up the time gained when completing goals a bit? Progression: The grind for Rip Chips and Tix is miserable ever since they were nerfed in Season 1. It's so slow! It took me just under 85 hours to reach level 10 across the current three districts, and I still need a ridiculous amount of Rip Chips to buy all the boxes. Please, fans are more likely to return to the game and buy the battle passes when they're easier to finish, not harder and grindier! I wish battle passes were permanent. Please look at games like Helldivers 2 for how much better a consumer-friendly permanent battle pass system can be. It leads to more sales in the long term than FOMO does! Multiplayer/Social: Get rid of the mission countdown timer entirely as it currently functions in co-op. As the host I would much rather choose a mission, then it shows up for other party members and requires them to hold a button to accept/vote to start it. That way it only starts when everyone is ready, rather than the current 10 second timer before yanking everyone away from what they were doing. There's no text chat! This is so disappointing for an MMO-like game with a big focus on the social aspect. Text chat would let me meet up with randoms, skate some lines, chat with them, etc. without needing to form a party and use voice chat. Emotes: It is baffling to me that emotes can't be heard by others. You just silently, awkwardly dance on everyone else's end. Please add it so everyone can hear each others' emotes, or at the very least other party members! Add a customizable emote wheel, rather than the current system of only having four emote slots that use LB + one of the four directions on the D-Pad. It's very limited and there's a TON of emotes I want to be able to use more often! Please gimme more than 4 emote slots! Quite a few emotes can't be done while you're on your board. I really love the ones that let you do that, can we get that for all of them? Currently when doing emotes it'll mute the music whether it be from your music player or the open world, I'd rather it not do that, at least the open world music, and play them both at the same time. Cosmetics/Customization/Store: Clothes are way, way too baggy and massive, especially shirts. It makes my character look like they gained 100 pounds! Edit: Thanks for adding more skinny options! I really hope you'll either revert the new Season 2 face complexions, or let us adjust them back to how they used to look. My character looks much worse now, the shading around the eyes and nose is so much darker than before! We should be able to freely place stickers on our board, including resizing them, rather than the current 3-sticker system that's very limited. Let us buy things from store bundles individually! The incentive to buying a bundle instead should be that the combined price is discounted while individual items aren't, just like how Fortnite or other successful live service games do it. I guarantee there's a lot of people out there who have zero interest in spending $20+ on a bundle but would drop a few bucks here and there for one or two items out of the bundles. Edit: This has sorta been added, now you can buy costumes separately from their bundles, and some bundle clothing, but there's still a lot of stuff from bundles that's unavailable to buy separately. This is really low on the scale of importance (hence me putting it near the bottom), but I'm not a fan of how every costume so far either looks like it was made of paper mache or cardboard. I was really hopeful that Isaac Clarke would return to this game, he was my favorite character to use in skate 3! I kept asking if he'd return on skate's social media leading up to release lol. I was very disappointed that what we instead got was an unappealing cardboard box costume version of him. I would gladly have given you guys some money if you had just ported over the skate 3 model (aka the OG Dead Space model). Could we get the original green "Yeah Right!" deck? I saw the new 20th anniversary version was in the store a few weeks back, but the OG is a classic.1.1KViews16likes22CommentsGlitches get corrected too fast.
Some glitches make the game more fun. They are taking them all out. At least I want the 90 degree blunt slide position to revert speed glitch back that went away with the last rail flail update. Maybe bring back manual revert pop? Ps: streamers may want to stop abusing all the glitches all the time and dry snitching …I feel.“Skate”…
I speak for all when i say This game started off really hopeful by everyone and the gaming community when it first came out like it was hyped asf But… less than 7K players it’s dead on arrival. and this is why if any of the devs are listening… The long battle pass grind. it should take like 5 tricks i should have half the battle pass done. that’s why fortnite makes so much money you can finish and unlock everything within a day to be honest. Another thing is the Fact our old battle passes are all incomplete… they also locked them behind another wall… with this new season i was hopeful it would be like better but nope. Sincerely someone who spent like 100$ on the game. about to delete it and play GTA 5 or halloween the game lol or ghost recon wildlands some other EA gameLame Block Parties
Me and couple homies did two block parties and they got off by the time the 3rd one appeared. Y'all need to axe all the "near player challenges"! They're not fun. They just make the game and everyone playin it look stupid. One of the challenges was hippy jump near players. It was just a full minute of players huddled up like penguins spamming hippy jumps. Another one was ollies near players. Everyone was spamming ollie in the middle of the quarter pipe when we could've used it with a better challenge. It may as well just be a game of Simon says. Y'all go about makin the game more social in the worst ways possible. It did bring us closer, but me n the boys just made fun of it and it got us off the game faster. The games performance kinda struggles when there's too many player in one area as well. I feel like each phase or challenge doesn't last long enough and some areas boundaries leave out good spots to skate too.“Skate”
This game started off really hopeful by everyone and the gaming community when it first came out like it was hyped asf But… less than 7K players it’s dead on arrival. and this is why if any of the devs are listening… The long battle pass grind. it should take like 5 tricks i should have half the battle pass done. that’s why fortnite makes so much money you can finish and unlock everything within a day to be honest. Another thing is the Fact our old battle passes are all incomplete… they also locked them behind another wall… with this new season i was hopeful it would be like better but nope. Sincerely someone who spent like 100$ on the game. about to delete it and play GTA 5 or halloween the game lol