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Having good dares separates the pros from the amateurs, and can change a game from being boring and unexciting to a high-energy exploration of the personalities of everybody in the room. Since finding good dares for truth or dare can be hard, we’ve put together a list of dares for Truth or Dare. He should have learned by now that kids don't really want to discuss how. S's are hard too. “Is there any reason you have a Ping-Pong paddle in your lap?
Just wanted to start a thread where e everyone can give some feedback about the ball/paddle physics.Played for 20 minutes and really like this game so far, however, I really suck at real table tennis, so I can't fully evaluate if the physics are good or not.My father who's great at real table tennis tried to play a few practice rounds, but was unable to get many points xD. I think both when hitting the ball very lightly or when hitting them hard are a little bit off.Do you as a developer have any experience with very fast paced games of table tennis?
Right now it doesn't really translate that well into VR.EDIT: and if someone here has played the other ping pong games on steam could comment about those games to compare, that would be great. The ball physics are decent.The paddle physics, however. It feels like the paddle doesn't have any rubber at all.
When the paddle is pointed downwards, the ball seems to pretty much always go into the net, regardless of the upwards momentum of the paddle. I tried over and over to loop the ball, something I can do fairly consistently in real table tennis, without one success.I've not played any of the other table tennis games on Steam as I was waiting for one with decent physics. I do not think this game is there, yet. I played ping pong a lot in college. Had a table in our dorm building.
Got pretty good.I think the paddle physics are off as well. There are a lot of times when the ball will appear to go straight through my paddle, or if I'm making a big smash, it will actually go the.opposite direction., like it phases through and gets hit on the back side of the paddle. There's many a time where the paddle will register a hit, give me the haptic feedback and the unvarying sound of the ball hitting something, only to have the ball not change trajectory (which often happens with edge shots as well; I've had more than one occasion where the ball somehow goes.under.
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the table).That's nothing compared to the paddle physics of the AI. It can hit the ball a paddle's width to the side of the paddle, or even far in front of where its paddle appears to be. Not to mention it manages all of its hits with a perfectly vertical paddle with no angle, swing, or energy to it. Sometimes you can get the AI to serve before its ready, and it'll still hit the ball even if it's nowhere near the paddle. Probably the worst is that the AI appears to cheat. The returns appear to take a predetermined path, sort of like how the wall game will always return a certain way. This is especially apparent when you execute a really hard, high-speed smash, only to have a lucky AI return a lazy, consistent, and slow ball, as if their paddle were made of a pillow.
It seriously takes me out of the game and frustrates me to no end to see all my effort made pointless.That said, most of the time, the physics are excellent. These are edge cases. Yeah, the hand speed to launch speed correlations, as other have mentioned, appear to be kinda off, especially at the extremes. But for the most part, you can get used to it. It's just getting screwed over on these weird glitches happens often enough that I'm always cursing the game when I'm playing. It's 90% there, but it's the 10% that's killing a lot of the fun for me.
Originally posted by:Ok but can you understand how it s hard to put in place in term of programation langage C?They better concentrate on player physics first First, the game appears to use Unity, which uses C#. I've programmed physics in C and C#, and it's not that hard to make such changes. Actually, I think it will take a lot more work to improve player physics than making the AI paddle move more realistically, since the paddle is apparently decoupled from the forces it applies, and including inputs of incoming vectors of the ball and varying the returns will be much easier than coding the likely interpolation changes and edge detection that player improvements would entail.Futher, I would not be so insistent on saying what the devs should be doing. They know what they can do, what their limits are, and how to prioritize.
I was bringing up what I thought were needed improvements and left it to the devs to do what they will, and you rudely dismissed me and started writing out priorities for them. If you're just going to write more 'we dont sic care' and 'they better.' Posts, just leave.
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