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Suggestions

What's on your mind? What would you like to see in RUMBLE?
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
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Trailer competition
I would like to propose a video competition for new trailers of Rumble. The winning trailer(s) will be (at least temporarily) featured on the store page, the maker gets a small prize and thanks in the game credits. Among those that contributed with enough effort to be considered a trailer, you could give away steam keys that the content creators can gift to community members or friends. Just a single key to gift would make someone already feel appreciated. Of course, there have to be certain rules about size, but also rules to make sure they can be used without any troubles. For example: Only in-game footage, to make sure it truly shows what the game is about and to ensure no one is editing in copyrightable material from cartoons, for example. The sound design cannot include music where there is no guaranteed way to get a commercial license. Services like Epidemic Sounds can be used, as there is an easy way to buy a license for their music. And music inside the public domain is no problem. I have seen a few concerns before that the current Steam trailers are not representative enough of the current state of the game. I think they are fine, but I wouldn't call them very good either. It could show more moves, shiftstones, Howard, both arenas and the park. And both trailers feel extremely similar to each other. Watching any of the two doesn't give a different impression of the game compared to the other. It is hard to determine the best approach for a trailer... How much should you show about the accessibility and learning curve? Should you aim for a wide audience, or for the specific niche that is most likely to be interested? I would suggest the shotgun approach and do all kinds of trailers with the help of your amazing community! Some might just show the joy of using the moves, others might show the satisfaction of overcoming hardship. Some might show low-skilled matches that feel accessible to start out, others might show how magical high-level fights can be. This might also draw more people into making video content for the game. Reviews, gameplay videos, tutorials, streams, and more are very good advertisements for the game. I got introduced to this game on YouTube, I got a friend interested by sharing videos I have seen and another friend became interested when I started streaming the game myself. If more enthusiasts join in the creation of Rumble content, then that might already pay off.
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Stubborn nerf and general addition of no knockback/player hitstun on full damage negation
TL;DR Stubborn is nerfed to be -1 damage and 50% knockback reduction on Dash/Jump, while full knockback/player hitstun negation is expanded to any time damage is fully negated --------------------------------------------------------------------- This is a suggestion for: A nerf to stubborn A general addition regarding knockback + player hitstun negation --------------------------------------------------------------------- A nerf to stubborn itself Currently: "Dashing or Jumping right before you get hit will reduce the damage you take by one, and you will take no knockback." Changed to: "Dashing or Jumping right before you get hit will reduce the damage you take by one and greatly decrease the knockback you take." (Dashing/Jumping with Stubborn would cause a 50% reduction to knockback, halving knockback in general, and negating Volatile's 50% explosion knockback buff while somewhat mirroring the language used to describe volatile) A general addition When fully negating the damage a structure deals, its knockback and player hitstun is also fully negated. --------------------------------------------------------------------- With these changes in combination, Stubborn would still have knockback/player hitstun negation against disks (unless they are damage boosted through something like Surge), but so would Adamant, Guard (presumably), and possible future damage reduction shift stones, resulting in Stubborn not owning a monopoly on this. When combining any damage negation options, full knockback/player hitstun negation could only reach so far, allowing for larger/grounded/moving structures to still cause knockback/player hitstun even if part of the damage is negated. Stubborn would maintain a knockback advantage against larger structures, since it would have 50% knockback reduction. This would help maintain Stubborn's identity and act as a mirror to Volatile's 50% explosion force increase. Surge and possible future damage boosting shift stones could act as counters to full knockback/player hitstun negation since they could help with piercing through full damage negation. Due to an expanded range of knockback/player hitstun negation options, this may also act as a nerf/counterplay addition to Explode/Volatile explosions since the explosive force would presumably be fully negated if damage from the structure was as well, possibly encouraging the application of Explode on larger structures when facing players with more than one damage reduction stone.
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