![]() ![]() This makes it so you can't easily cheat by sandbagging. The game will drop your multiplier (lowering your strength) instantly, but will only increase your multiplier (increasing your strength) at the end of each round based on how hard you were swinging during that round. The also means that if you swing for awhile with a certain intensity and let the game adjust to you, and then you suddenly start swinging harder, the game will just readjust to your newfound strength and you actually won't be hitting any harder. This makes it so you don't have to have any specific level of strength to play the game (and also can't be too strong for the game, either) and can play with whatever level of intensity you're comfortable with, but your light hits are still light, your hard hits hard, and everything in between properly in between. The other thing worth noting is that, by default, the game tries to determine how hard you can hit, and adjusts all of your punches so that your hardest swings hit for a specific top-end amount of force that I've decided on for balance reasons. The only real solution is to punch a little slower, but I know that's not desirable. ![]() I can cap off the top-end of the punch speeds, but there's not much I can do about them reading out more slowly than they should. This inaccuracy can show up as hits reading out faster than normal or slower than normal. The controllers seem to give unreliable position readings (and thus velocity calculations) at about 10m/s or so, with punches faster than that being more and more inaccurate. #I am ghost real boxing fullFirst off, all the current VR controllers just don't seem designed to handle the acceleration required for full force punches. There's a couple things to note about hard swings. It also may be a little frustrating if it moves so much that you have to wait for it to reset before you throw your next swing (since you can't stop it's movement with your hands, which is another issue ). This should be no problem for the dummy, but with the heavy bag my worry is that users with small spaces will "chase" after the bag and swing outside of their space. I'll look into increasing the movement of the dummy and heavy bag. Looking forward to playing this for many hours and getting in great shape doing it. I hope this game continues to improve and add more boxers, even if it is DLC. I wish I could change my name and my corner color but whatever. ![]() I just hope none of the great features are taken out. Other than that this game is going to be the best boxing game ever. The only other small issue I had was if I throw a really fast and hard knockout blow most times it does not register it. I look forward to fighting for 12 rounds against my sparring partner to get some awesome exercise in. So much is right about this game I can tell a lot of effort was put into it. I love how you can customize how hard or easy you want the sparring partner and how many rounds to fight. I mean I played every boxing VR game and this one is super promising. Other than that I think so far the game is awesome and pretty polished. Those are not major issues at all and won't make or break the game. I know it is not supposed to fly all over the world but a light punch and a heavy punch should get a little different reaction. ![]() The dummy and heavy bag feels like bricks and does not move any no matter how hard you punch it. The only thing so far I really see that might need some tweaking are the bags. ![]()
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