Currently there is like 30% chance to miss with Fumble Punch, this has not had a big impact. I can increase this number but then it is going to turn dumb luck if the move works or not. I want to turn Fumble Punch into a Skill Shot, meaning that the player will have to aim and anticipate the other players movement to make it hit. Currently when the player casts Fumble Punch and the move is in punch animation the move hones in on the target's current position, instead I would make this a manual aim instead of auto-targeting and honing in. If this works, I would make the Fumble Punch work 100% of the time if you hit with it, but hitting a target is more difficult because you have to line up the shot. This would end up working a lot like the Uppercut move. I am experimenting with this change today, I will update tomorrow with my progress. How does that sound?
- Field Goal block issue I can take a look at. I am thinking of reducing the travel distance on the Jump Kick. This should help - The Kick Return issue is a bigger one that we have been struggling throughout development. You should not be able to knockdown the Kick Returner before the ball is in his hands. Is this not the case?
Hey Coolice, sorry I am not sure I understand the issue here. Can you go into more details about the problem you are seeing with this kicker? Sorry for not understanding the issue, thanks for helping out
Sounds fair. To me, the flying uppercut is very easy to land. The boxer straight is not very easy to land.
I think he just means that the kick accuracy arrow is too slow and takes to long to aim with. I think he also noted that it was slower for a level 5 professional kicker than it was on level 6.
I find the Uppercut is easy to land when on Offense, because all the players are moving towards you. But on Defense, I think it is hard to land the Uppercut because you have predict where you target is going.
Thanks That is what I meant.. lol Update: Now my pro kicker is leveled up to 7, pointer/ aim arrow is moving faster than when it was at lvl 6.
MMarzola - do you have any plans/ideas for single player content you can share with us? I would love to hear it.
Of course here are some future Single Player features we have planned: - Cloud Match - Play against a random User Generated team from the Football Heroes' servers. - Season Mode - Play in a season against teams of similar Team Value. Come back everyday to compete in a daily schedule. Win incredible prizes, track stats and earn MEGA coins. Season mode will allow you to play Single Player Seasons and Online Multiplayer Seasons with your friends and enemies. We have other ideas, but these are the two features are currently working on and have proven to be the most fun during early design/prototyping phase. What ideas for Singleplayer content do you have?
I think some general features that should be added are: -each team gets 1 timeout per half. -option to go for 2 point conversions
I personally think a gauntlet/survivor mode would be awesome. Similar to how NFL Blitz and NBA Jam did it. Start against a weak team and work your way up against harder and harder teams until you reach a team with all the beat players that are leveled up. I would make for a good challenge. And if you can figure out how to make it endless, it could make for a good gamecenter leaderboard. I think a season mode would be great. How would the daily schedule work though? Would that be a side thing amd not the core season mode? Because I would like to be able to fly through a season all in one play, a la old techmo bowl.
I like the gauntlet/survivor idea, that would be a great mode to see how far you get before you lose and post a High Score so you can compete with your friends and the world. How would it work? One session? Would you be able to resume? The daily schedule would only apply to Online Seasons, not Single Player seasons. This way we can Tecmo Bowl up a season and try and break Rush yard records
The new features sound great. Is there, however, any estimated timeline for the next update, and in particular, when new players will be released? I'm sure I'm not alone in wondering whether to spend some of my hoarded coins now, or wait for just a little while longer!
The Online Multiplayer Super Bowl build will be out in the next couple of weeks. Here is a quick bullet list of features: - Online Multiplayer - New Single Player Cups - Around 20 new Hero Cards (Bronze, Silver) We will not be releasing Gold Players anytime soon. And we are considering never releasing Gold Player as purchasable packs or as Free Agents. Instead Gold players may end up being something you have to craft, earn, level up or unlock instead of purchasing. This is not set in stone yet, but we are playing around with some different concepts. But if we end up with a crafting system, those Bronze and Silver Hero Cards and going to be very valuable Silver players are going to be the best players in Football Heroes for a while so there is nothing to wait for
This may have already been reported, but I found a new bug to me that happens when I teleport as my player gets tackled. My Perfect Hands receiver got the skull and crossbones when his health went to zero, however I could continue to move him. Maybe he was stuck between worlds
Whoa! Nice bug find. Does it break the play? Can you score a Touchdown and or does the play eventually end? Or does it basically soft crash the game? Thanks for any more information you can provide.
Yes, exactly! These two features are super high on my list. Lots of requests for Onside Kicks too. I will start working on these features after the Super Bowl build.