Log in to your RUMBLE account to give feedback

Suggestions

What's on your mind? What would you like to see in RUMBLE?
Prevent "stealing" damage credit from/with Adamant, Surge, and Vigor
The damage credit system is somewhat exploitable, leading to situations where shiftstones do/don't activate their effects when you think they should/shouldn't. What I mean by "stealing" damage credit is that Player A sends a structure at Player B. (As far as I understand) Player A modified the structure last, meaning if it hits a player, Player A will receive the corresponding shiftstone effects. However, Player B modifies the structure just before it hits them. Even though Player A sent a structure at Player B, which they failed to prevent getting hit by, Player B will be given credit for the hit since they modified it last. This means that Player B will receive their own shiftstone effects and prevent Player A from receiving theirs. Examples of the above scenario: Player A, summons a disc, Player B, using Adamant, parries the disc, but is too late and the disc hits them anyways. Player B would activate their Adamant, meaning they take 0 damage instead of the expected 1. Player A has Surge active and sends a loose cube at Player B. Player B dashes and holds, trying to RTS. Player B holds the cube, but it's too late and gets hit. The cube should deal 4 damage (3+1 from Surge) and grant Player A another Surge buff, but instead deals 3 damage, and Player A doesn't activate Surge. --- My reasons for wanting this change is that: I don't think players should be rewarded for failing to defend. These interactions are confusing, and it can be unclear what exactly happened when a player takes damage. It can be frustrating to feel like you were robbed, or scummy to feel like you cheated your opponent. --- I propose that there should be a slight "grace period" before modifying structures changes the structure ownership when self damaging. I can suggest 0.5 seconds, but that's just a vibes-based number and it should probably be decided by something more concrete. To clarify, this grace period would only apply to self damage, and should not apply if a player modifies a structure and then hit their opponent with it within the grace period. This solution could also create some odd situations. For example, trying to Hold Straight a fallen wall that your opponent modified last and accidentally hitting yourself would give credit to the opponent, but I think overall implementing the grace period would be a net positive. --- In terms of shiftstone balance, this is what I predict would happen: Adamant would receive a net nerf: using Adamant as a safety net for failed parries and RTS would no longer be viable, but Adamant users would more consistently get buffs from their own damage. Surge would receive a slight buff: While activating Surge from self damage can be used against your opponent, damaging yourself while Surge is active will just damage you more, so overall it would be a net benefit to have damage credit be properly attributed. Vigor would receive an objective buff: Vigor has no effect on self damage, so taking self damage can't benefit a defender using Vigor, only an attacker. Considering the common consensus on the three stones is that Adamant is the best, Surge is in the middle, and Vigor is the worst, this change brings the three stones more in line with each other. However, I think balance is a secondary priority in this situation and the main priority here is reducing the amount of confusing/irritating situations that occur.
2
Add rollback netcode to RUMBLE.
The main problem I find impeding my enjoyment of the game is the current peer to peer netcode system. Given the difficulty of writing robust matchmaking to work for a small player-base the issues are clear. servers cost money. not enough active players to consistently pay for enough servers worldwide to minimize latency. the most invested players are the ones penalized the most, by network lag interfering with combos. peer to peer minimizes server costs. but this falls apart during low player-volume hours (which is most of the time). And this greatly reduces gameplay quality/enjoyment for players who buy the game only to find out they have to go to a discord server just to find anyone to have a playable match with :/ Well luckily there is a netcode design-pattern that someone has developed to mitigate this very problem! It's called GGPO (Good Game Peace Out). GGPO Utilizes a technique called "rollback". It is open source under MIT License. Rollback is a form of client-side prediction that is designed for Peer-to-Peer games. (meaning rollback overcomes lag by predicting what the player does before they actually do it) It is the ideal solution to the problems with RUMBLE's netcode. Yes this is a difficult technology to implement correctly. Yes there are technical limitations to overcome with integrating rollback in a VR game. But the pay-off? A 1v1 fighting game that uses peer-to-peer is the ideal application of rollback to reap it's rewards. When players are confident in a good network experience, they'll have a better online experience and will be more likely to keep returning to RUMBLE. Encourages focus on core game-play experience. Remote players suffer less noticeable network artifacts in-game when playing together over vast distances. Rollback solves this problem (greatly impacts all skill levels of the game). AND doesn't majorly alter the server architecture (similar server costs) I understand the dev team is focusing on expanding their playerbase by adding mobile VR support for the meta quest. I believe rollback should be the next priority to Buckethead's team AFTER completing meta quest support. (Secure your funding first with new players and retain them long-term with good network match quality from rollback.) I believe that adding rollback to the game will do more to extending the lifespan of this game and it's community; more than any new amount of content the developers could ever release. I only have 90ish hours played on this game. And it would be far higher if I didn't get frustrated dealing with internet latency thwarting my combos(and fun). I love this game. I don't want to play around lag, I just want to have fun. I'm eager to hear other people's opinions on this matter. Here are some relevant educational resources related to rollback netcode. Wiki article on Rollback: https://en.wikipedia.org/wiki/GGPO Rollback Netcode in Unity & C# Repository: https://github.com/zacpeelyates/unityrollback This^ github repo has an accompanying explanatory video on implementing Rollback in a unity project: https://www.youtube.com/watch?v=lCfouAH_N5w GDC Talk about a Mortal Kombat Dev's experiences migrating to rollback netcode: https://youtu.be/7jb0FOcImdg?si=HSz9AIfz2I_IrJbz Cheers, Adeadzeplin
11
Load More