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Delay after you pick an item

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Laura19's picture
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Clan: ois
Delay after you pick an item

I have a question: What's the purpose of having a long time delay between you pick an item and its action?

In cf2, if it had a delay, it was very short. Actually, you didn't notice it. You could react very fast when someone picked the item, even when you had the action of an item (for example reverse) and someone was waiting the perfect time to pick the item again. This reaction happens so fast that your move might not be affected. But now in CF3 with this long delay really affects the action-reaction of it. I know someone will say "you have to get used to it because CF3 is different" but I would like to know the why of it. just to know if it was thought that way or programming do not let you do it shorter.

Another example besides reverse is Mega Hole. In CF2 this item might save you in many situations and we know most of the times (or those lucky times) it spawns outside of your camp but a little bit of it inside that will helps you to pick it. In CF3 this is imposible because the delay is too long that it draws like 5mm of line before it starts working.

Plz don't give me the answer of "get used to it" eventually one will... But wanna know more about it and if it is possibe to make it shorter in the future.

Incred's picture
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Champion

Yes, the mega hole delay is frustrating especially when you are able to grab it, but not able to activate it. The powerup system can be improved, but rankings is the main priority right now. Rankings should be released in a few weeks.

However, there are some advantages to the powerup system in Curve Fever 3 than that of Curve Fever 2. You are now able to tell which powerup is next-up to deactivate. This was a problem in Curve Fever 2. For example in Thin+Corner games I never knew which powerup was going to deactivate first - it was just too difficult to manage.

 

Edited by: 
Incred on 24 October, 2016 - 10:14
Tranquility. †'s picture
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Clan: Blub

I don't mind it so much for the red power-ups. It's kinda cool to see the little bullets fly across the screen. For the green power-ups however it is incredibly frustrating to have the long delay. It's just TOO long in my opinion. The large hole power-up is the perfect example really as instead of saving you it could end up being your downfall. I've also sworn a few times at the green hook power-up xD

Edited by: 
Tranquility. on 24 October, 2016 - 22:32
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Edited by: Tranquility. on 24 October, 2016 - 22:32

 

Nice to see you still have your mod powers, Alan!

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I have a question: What's the purpose of having a long time delay between you pick an item and its action?

 

 

Trust me I hate it too, but it's purely a timing thing.  Just a matter of practice until you adjust to the delay, and cf2's immediate item implementation will seem insanely wrong.  I'm not even there yet, after way too many hours on this version, I still wish it were immediate, but I'm getting closer.

 

As to your question, why, the best reason to me is, remember in cf2, when laggers would fake picking up a reverse or speed, or just get near it, it would pop and erroneously enact for a second or so, only to retroactively rescind whatever the powerup did?  You maneuvered according to the powerup, but the lag popped back and the powerup never took place, so the movements you input applied to your curve's behavior were actually without the powerup, when you moved assuming it enacted as it showed on your display!  It was maddening.  This is much better.  Stick it out, adapt.

Laura19's picture
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Clan: ois

@lupine The case you are talking about only happened with speed games (eraser, speed and bubbles). It's never happened in any other kind of game that I have seen or played. For other hand, the delay we are talking about is the action of the power-up after you pick the item. Even if you were right and the purpose if the delay is for it I still see people lagging, really hard in cf3, and still they pass near the items and it happens the same like in cf2 - the item is not taken. So this delay ain't the solution of the problem that you are talking about.

Those players that have player for long time and have gotten good skills at corner, speed, reverse etc deffinitely understand why this long delay is annoying. Again its not about to "stick it out and adapt" like you say because its not hard to keep the line straight for a short time. The timing and reaction are very important for this game and if the delay has a purpose I would like to know for what it is...

Tranquility. †'s picture
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All powerups take a bit to be activated. The red and blue powerups have an animation but the green ones don't. The reason for the delay is a bit technical but in short it's to work around lag. So instead of the delay being random based on your network it has a delay so that it's 90% of the time the same delay.
But the reason we have to have either of those is very technical and some day we might fix it.

 

To quote Rojoss.