Slam23
Active member
- Jul 21, 2012
- 1,279
- 2
Hi fellow iOS users,
I decided to try to do something useful with my 400th post on this forum. This may have been done already, but in light of a recent discussion I had in another thread, I would like to discuss the possibility of nudge levels on iOS and mobile in general. The situation now is that iOS has just one level of nudging and that is "hard". This produces 3 issues:
1. tilting is a very serious risk on tilt-sensitive tables (T2 for example)
2. nudging on less tilt-sensitive tables doesn't give a lot of subtle control because you can only nudge "hard"
3. comparing scores on general leaderboards suffers somewhat because the PC and console crowd has more nudge control over their tables. This may be only one issue in physics being somewhat different between platforms, but it seems like the most important difference to me in terms of difficulty level of a table.
On the one hand I don't like my tables too easy, this spoils the challenge and makes for exhausting marathon games. Also, nudging is not easy IRL too. On the other hand, you can nudge on different levels IRL and I don't like to be at an disadvantage when competing with the PC and console crowd. It may be hard therefore to find the best middle ground, if adjusting nudging is at all possible for our platform.
I can think of different solutions but don't have the technical know-how to judge what is and is not possible. My preferred option would be that "time pressed" would be coded for weaker (short press) and stronger (long press) nudges. One forum member ( [MENTION=1304]haj[/MENTION] ) proposed a different version of this in which "area pressed" would be the variable measured. A hard nudge corresponding with a "harder" press resulting in more contact area between finger and screen. Another option would be that different parts of the screen could be used for lighter and stronger nudges. This would take away the need of registering the time that the screen is touched. Just as I am not overly fond of controllers with 10 buttons for 10 different actions on console/PC, this would not be my preference though.
All in all, I think I would like an adjustment to nudging, but within limits, a two-stage (soft/hard) nudge based on time pressed on screen would maybe be the ideal solution. I really would like to hear if this could be feasible on iOS and/or mobile in general.
I decided to try to do something useful with my 400th post on this forum. This may have been done already, but in light of a recent discussion I had in another thread, I would like to discuss the possibility of nudge levels on iOS and mobile in general. The situation now is that iOS has just one level of nudging and that is "hard". This produces 3 issues:
1. tilting is a very serious risk on tilt-sensitive tables (T2 for example)
2. nudging on less tilt-sensitive tables doesn't give a lot of subtle control because you can only nudge "hard"
3. comparing scores on general leaderboards suffers somewhat because the PC and console crowd has more nudge control over their tables. This may be only one issue in physics being somewhat different between platforms, but it seems like the most important difference to me in terms of difficulty level of a table.
On the one hand I don't like my tables too easy, this spoils the challenge and makes for exhausting marathon games. Also, nudging is not easy IRL too. On the other hand, you can nudge on different levels IRL and I don't like to be at an disadvantage when competing with the PC and console crowd. It may be hard therefore to find the best middle ground, if adjusting nudging is at all possible for our platform.
I can think of different solutions but don't have the technical know-how to judge what is and is not possible. My preferred option would be that "time pressed" would be coded for weaker (short press) and stronger (long press) nudges. One forum member ( [MENTION=1304]haj[/MENTION] ) proposed a different version of this in which "area pressed" would be the variable measured. A hard nudge corresponding with a "harder" press resulting in more contact area between finger and screen. Another option would be that different parts of the screen could be used for lighter and stronger nudges. This would take away the need of registering the time that the screen is touched. Just as I am not overly fond of controllers with 10 buttons for 10 different actions on console/PC, this would not be my preference though.
All in all, I think I would like an adjustment to nudging, but within limits, a two-stage (soft/hard) nudge based on time pressed on screen would maybe be the ideal solution. I really would like to hear if this could be feasible on iOS and/or mobile in general.
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