Gauntlet, full of bad game design decisions.

Gauntlet, full of bad game design decisions.

in Queen's Jubilee

Posted by: clocksword.6052

clocksword.6052

Long post ahead!

TL;DR; version: Gauntlet has performance issues, camera issues, and the long wait between Gauntlets due to a long run and queue. All of this could have been fixed with an instance!

I want to be perfectly clear before I start this post. I really like the concept of Gauntlet. Hell I really like the bosses available. I have no problem with the mechanics that Liadri has available, or any other bosses. They make for interesting and tense fights.

What I have a problem with is how Gauntlet was implemented. The first thing that really increases the arbitrary difficulty of Gauntlet is where the Gauntlets take place. In an area over densely populated zone. When Queen’s Jubilee first launched this meant dealing with extremely low fps, and even now, with my graphic settings all the way down, I still have fps dips when there aren’t all that many people there. In an area where you are required to make split second decisions, any frame rate issues will disrupt your play.

Secondly, the actual Gauntlet area and how it influences the camera. While in the middle of the Gauntlet area your camera works as it should, but as soon as you get near the edges it begins to creep into an over the shoulder view that does nothing to help you keep track of the myriad of aoe attacks, and placement of enemies, which is absolutely critical. The best area to fight the second half of Liadri is in the corners of the gauntlet, but because of your location, determining the configuration of the figure eight aoe while dodging her and her shadows becomes increasingly frustrating due to camera issues.

Lastly, and equally important, is the fact that after you die in Gauntlet, if you don’t have anyone to res you, you end up spending copper in addition to running a long way back to the location just to initiate another Gauntlet. The nature of Gauntlet itself lends to quick battles, so naturally you would want to get back into the battle as quickly as possible, to apply what you’ve learned in new tactics. The fact that we end up spending a minute plus getting to and waiting the next battle can be extremely frustrating. For what may end up being a fight that ends in seconds, especially with some of the tier 3 battles.

Im sure it has been suggested by now, but all of these issues could have been alleviated with an instance. I understand the enjoyment and learning chance by watching Gauntlet, but letting you form parties and initiate the instance could allow a group to learn from each other as well as communicate strategies in an instance. Inside the instance they could have been placed on rotation for each match, and choose their challenger just as it is implemented now. In such an instance as well you could make it larger than the Gauntlet, as well as implementing a ‘soft’ barrier that wouldn’t interfere with the camera. Anything to denote that you cant traverse past that area while in battle, but not an object that would interfere with your camera angle. Because of the size of the area frame rate hiccups would be less likely, and population density would also be low. And matches would be quick in succession, except when you are in a team, there would be a wait, you would be able to hop instantly into the action again, or pause for a break instead of having to run back to an npc to get into a queue.

I really like the concept of Gauntlet, and I could see myself playing it again, if these issues get fixed. As it stands, as soon as I finish my achievements, I plan on never picking it up again. Even if it were to see rotation in the daily activities. Thank you for reading this long post!