30K RIP Score Should Be a Milestone, Not a Dead End
I recently reached the 30,000 RIP Score cap, and I think the current system needs to be seriously reconsidered. My biggest issue is that RIP Score is supposed to reward long-term progression, yet the rewards for actually increasing it are extremely underwhelming. Titles and banners don’t feel remotely proportional to the amount of progression required, especially at the highest milestones. Reaching 30,000 should be a major achievement with a major reward attached to it. An exclusive outfit, board, cosmetic set, animation, or something similarly substantial would actually make reaching the maximum feel meaningful. Ideally, higher RIP Score milestones in general should have increasingly valuable rewards rather than mostly titles and banners. The 30K hard cap is an even bigger problem. I’m still obtaining items that award RIP Score, but now that I’m at 30K, that score has nowhere to go. Any additional RIP Score I earn is effectively lost. If an item awards me RIP Score, I should keep the RIP Score I earned. 30K can be the end of the current reward track without being a hard cap on the score itself. Let the number continue increasing and add additional milestones as the progression system expands. At minimum, players shouldn’t lose RIP Score simply because they’ve reached the current maximum. Right now I’ve reached the highest possible RIP Score, received an underwhelming capstone reward, and any further RIP Score I earn no longer counts. For a system designed around collecting items and increasing your RIP Score, reaching the maximum shouldn’t make the entire system stop mattering. Please give the higher RIP Score milestones rewards that actually reflect the achievement, make 30K feel like a real capstone, and allow RIP Score to continue accumulating beyond the current reward track.General Feedback: SKATE. feels a bit floaty
Sk8rs and Devs, I have about 600hrs or so playing SKATE and I love it. Lately I have been noticing that as I am progressing and getting better and more and more technical I'm realizing that the physics of the game are a bit floaty feeling. Let me elaborate a little; I play the shortest character with the lowest pop height and sometimes feel like I'm just jumping beyond obstacles or where I want to land. Almost like we go further than expected? I also feel like there's times I wish I could come down faster to hit obstacles. Sometimes you got to jump IMMEDIATELY when you get into a grind on a short obstacle because if you wait and grind the entire thing you'll just jump over what you plan to hit next, ya know? Maybe it also feels like we slow down too fast? Sometimes I wish I could coast longer at low speeds just to hit more obstacles. I wouldn't mind there being an input to slam the board downward. I put this feedback into the forums awhile back but never seen it happen so I figure I'd bring it up again! I think having a way to combat the floaty-ness or mis-input jumps whichever way you want to look at it it would be cool to be able to pop a trick, catch it earlier and slam it lol. That's prolly why the BS Pop Shuvit looks so good, you pop it then SLAM it down. So dope.Sliding under rails?
Devs, As a #HippyJumpParkour enthusiast I would love to see our SK8Rs be able to slide on their side underneath taller rails. It would be so cool to hop off, slide under the rail with your board down a gap then get back on it. ***We also really need a way to kick the board forward while riding and stay where we launch it so we can run up and jump back on it. I'm on that kinda bs. We used to be able to Hippy Jump and press B to Kick quickly and it would cancel the animation for the kick and just shoot your board forwards without you on it. That was my JAM and now it's just GONE :(((((Footplants: Less control but Better looking?
Devs, Footplants suddenly became heavily momentum based and no longer offer the same amount of control that they recently did. I'm a footplant connisuer. Things that aren't possible anymore: Footplant in 1 spot off a rail and come back down to grind it. With any movement you will just continue forward after the footplant. It feels bad fr. Footplant and change your direction. I used to footplant stall and PICK which way I wanted to go. Now, it's heavily momentum based and offers way less control. It just doesn't feel good. Personally I'd rather have the old footplants back with the jank foot every once in awhile because at least I could control it. This feels like a set animation that happens in 1 direction (forward)FOOTPLANTS: LESS CONTROL
DEVS, I'll keep this short and sweet. When you guys updated footplants I was GEEKED. I footplant so often it's a huge part of my sk8r identity. 2 of my FAVORITE techniques are now totally impossible to do now that the update happened. 1.) Footplant stall/change direction. No longer can skate towards a small ledge, ollie & lean back, footplant the edge/corner and return going the way I came from. Impossible now because it's HEAVILY momentum based. You would need to almost fully stop in order to go back the way you came from. 2.) Footplant 0 input. No longer can skate towards an inclined rail, footplant in 1 PLACE and come back down where I footplanted from, and grind the rail down. Cannot happen. I love the way they look now but we REALLY NEED THE CONTROL BACK :D(IDEA) Kick Board Forward
Devs, We used to be able to hippy jump and press B to kick and if you tap it quick enough the kick doesn't happen and our character would stay where we hippy jumped and the board kept going. I LOVED THIS. It's been gone since Season 3 and idk what happened to it. It would be awesome if you guys added it as a feature instead of a bug kinda thingy. Or, hear me out, be able to toss you board from your hand too. Like just chuck it 2-3 feet ahead of you and jump onto it? I'm cookin here.Stop Overpolishing Your Game
Skate has always been an amazing game that I love coming back to whenever I'm bored. However, lately, I’ve been losing the fun because of how certain mechanics are being handled. For a lot of us, what makes Skate truly special are the small, skill based quirks and physics driven mechanics that started out as glitches such as boardbending, moonpop, and many others. These aren't game breaking cheats they are high-skill techniques that players spend hours mastering to push the game's limits and make things more interesting. This isn't a hyper competitive game where physics anomalies ruin a balanced environment. It’s a sandbox game focused on style, creativity, and freedom, with a massive, dedicated community especially within the trickline scene that thrives on these exact mechanics. Crucially, these mechanics do not affect regular or casual players at all. If someone just wants to skate normally, cruise around, or do standard tricks, these things won't get in their way. They are entirely voluntary techniques that require deliberate, intentional inputs you only do them if you actively choose to learn and execute them. If you patch out every little creative outlet and unique physics interaction just to keep the game strictly by the book, you risk achieving the exact opposite of your intention: the game will end up dying out much faster because there is nothing new or exciting left to discover and master. Please consider embracing emergent gameplay and letting the community keep the tools that make Skate uniquely fun.