Super Striker League - Game Testing Change Log (6/25/2020)

New changes available in the test version of the game:

  • The diminishing returns formula for passive abilities has been adjusted. Stacking multiple copies of the same ability will now have a slightly stronger effect than it did before.
  • Slightly adjusted the effects of Trinket perks to be more balanced.
    • Increased effect of Super Stun Reduction
    • Increased effect of Shot Damage Boost
    • Increased effect of Skillshot Power Boost
    • Increased effect of Super Conservation
    • Slightly reduced effect of Sprint Speed Up
    • Reduced effect of Sprint Stamina Saver, but also decreased the base amount of stamina used by sprinting.
    • Reduced effect of Fast Stamina Regen, but also increased the base stamina regen rate.
      • These changes even each other out, so if you have these abilities, you’ll still have close to the same stamina rates as before. In the past though, you’ve pretty much been required to have these abilities if you wanted to play well at a higher level - I want to open up different options for people, rather than everyone being required to use the same abilities.
    • All other perks also indirectly got a slight buff, due to the way the diminishing returns formula was changed.
  • Slightly adjusted the effects of the Speed and Defense stats and reduced the amount of diminishing returns applied to them. What that means: Before, if you raised your Speed or Defense from 0 to 100, you would see a major improvement, but if you raised it from 200 to 300, you’d barely see any change. Now these stats will have more of an impact at higher levels.
  • If the ball has been kicked high into the air from around half-field, the goalie will grab the ball and throw it much farther away if it makes contact with them. This is to discourage using long rebounds as an easy tactic to enter the enemy zone.
  • When players are trying to catch an airborne ball with a tackle, there are now new rules to consistently determine who wins the ball in these situations.
    • These new rules are activated after the ball has reached a peak height of at least 13 studs (a little over 2x the height of a character) and then falls back down to the ground or touches a player:
      • Players who are currently tackling and are within 6 studs of the ball’s landing location are eligible to win the ball.
      • Of these players, the person who started their tackle at the latest possible moment will win the ball.
      • If multiple players started their tackles at the exact same time, the one who’s closest to the ball’s landing location will win the ball.
    • If nobody was able to win the drop, then the old rules will still apply - whoever touches the ball first will claim the ball.
    • Previously, the winner would often come down to luck - now it’s more dependent on each player’s timing and positioning, and each player should have a fair chance at winning the drop. Note that you will still have to account for ping - if you have higher ping, you need to start your tackle earlier so that the server will get your input in time. Just because you’re tackling on your screen doesn’t mean the server sees you tackling yet. If your character sparkles when you tackle the ball, that’s how you know your timing is correct. You also still need to lead in front of where the ball will land, just like how you would catch drops before.
    • This is one of the more significant changes to the game, so please let me know whether you think things feel smooth or if they feel off! I’m gonna be making adjustments if things aren’t quite right.
  • When the goalie saves the ball, it will be sent at a higher angle so that the new drop mechanics will be triggered consistently.
  • Increased the visibility of the ball’s shadow.
  • Auto Tackling has been adjusted so that if another player has the ball, you need to be aiming much more directly at them, or the tackle will not lock on.
  • Fixed a bug that allowed tackling before the kickoff.
  • Fixed a bug where the ball could get carried inside of the net without actually scoring.
  • The goalie will grab the ball if it gets stuck underneath them. Also fixed a rare bug where the goalie could throw the ball out of bounds.
  • An in-game ping indicator can now be toggled via the Settings menu.
  • Added a new setting to hide notifications/invites while in the middle of a game.
  • All-Star pass owners can toggle whether their All-Star tag will be displayed in chat.
  • Increased Super gained over time for teams that are trailing by a lot of points
  • The normal power-up spawn rate has been slightly decreased. Before, a power-up would spawn every 6 to 10 seconds. Now one will spawn every 9 to 13 seconds.
  • Updated the appearance of boulder power-ups.
  • Bombs are now tinted to match the team color of the person who threw them.
  • Fixed an issue where shots could be blocked by players who are behind the ball.
  • When a shot is blocked by an opponent, the ball’s velocity is reduced by 50%.
  • Each player’s number of passes is now displayed on the scoreboard. Give props to the teammates who make good passing plays!
  • Updated the super meter and game message GUIs.
  • Added new messages when there is 1 minute/30 seconds left in a game.
  • Up to 3 players can now receive assist credit for a goal scored.
  • Slightly increased the amount of Cash earned after each game.

Link to test place: ⚠️ SSL Testing Server - Roblox

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