en.guildwars2.com/forum/guilds/recruitment/New-OutRiders-NOR-Recruitment-Post/first#post2721974
It's Good That Gauntlet is Hard
en.guildwars2.com/forum/guilds/recruitment/New-OutRiders-NOR-Recruitment-Post/first#post2721974
If there was no time limit, every fight, including Liandri could be done way too easily with a bunker guard. The time limit prevents people from playing it too safe.
They wanted people to be able to watch their guildies/friends/w/e fight in the arena. The time limit is to make the achievements harder and prevent people waiting 40 minutes in queue because a tank is just dodging around.
I like it that way and even if I still have not beaten Liadri, I like this challenge. Even if I do not finish it before the 3rd September, it will come back later.
But I agree that I sometimes think I’m out of time when it’s another arena annoucer that’s counting down. The range could be lowered.
I agree that it’s good that the Gauntlet is tough. It’s good, because they made it tough AND made it nicely separate from the rest of the Jubilee achievements. Someone that wishes to have nothing to do with it can easily avoid it (save for those annoying tickets showing up, but they’re easy to delete).
Some people want a real challenge, others don’t. As a casual “don’t”, I still like the fact that they put in something for the people that want it, but in such a way that it doesn’t mess with casual content of the Jubilee.
I have heard some honest complaints about the floor and the domes messing with the camera, and those need to be addressed. Other than that, though, I’d call the Gauntlet a win.
delicate, brick-like subtlety.
Hard fights are fun, and I look forward to fights that make me do more than stand and deliver, which 95% of PvE lets me do. But when the game itself is the difficulty, with poor coding, bad mechanics, and kitten problems that shouldn’t still be in the game one year from release making the fights hard, and not the fight itself just being kitten its own, then there is a problem.
Out in the world, I’ve managed to solo a Champion or two, kill through a couple tough fights through kiting, so I’m no stranger to the mechanics of moving and fighting at the same time. I’m actually not bad at it. The time limit, too, doesn’t phase me. I don’t mind working under a deadline. That’s easy. What’s hard is when the camera works against me, forces my character to take up most of my screen 90% of the fight, and when I can get the camera free to look around, I get hit with a 1-hit down that I didn’t see coming. These aren’t things that should be part of a fight’s difficulty. Making the player fight the game itself isn’t fun, good game design, or something that should ever happen. It’s sloppy. Very, very sloppy.
What ever happened to “It will be out when it’s ready”? Shouldn’t that apply to the in-game updates, too? We don’t need them every two weeks if it means you’re not going to fix the problems that are part of the game itself. Optimize the game, fix the lag, work on the graphics issues, get the camera working better, and then commit to a 2 week release schedule for new content. Yes, we’ll still find things to complain about, but it will be harder to criticize the content if the game isn’t the main problem with it.
fans hate Joffrey. They hate her the way Star Wars
fans hate Jar Jar Binks.”-not a direct quote, but still true.
I can’t begin to describe how satisfied I am with the gauntlet. It’s the kind of solo play I’ve been waiting for, for a while. Yes I know it’s an MMO you’re not supposed to look for the solo play, whatever. It’s how people shine in a game with no trinity. I enjoyed all of the fights and I have gotten all of the achievements done. My only complaints really are essentially what Drakkon is saying: There are design flaws with the current gauntlet. I was killed several times by Illusions that I didn’t see coming because they spawn on the wall that I’m backing up to and my camera doesn’t show them till it’s too late. I understand PvE culling is going away but it would have been really great if that came with the gauntlet, your queue popping right as a zerg is fighting a legendary below usually means you’re waiting for the boss to appear and often will die from an attack that hasn’t loaded on screen so you didn’t know you had to dodge it. I’m still experiencing a dodge bug where i see my character roll.. slowly.. like a walk through time, endurance gets used, i take full damage, but that’s not a gauntlet design issue.
Also the final trial, I like that it’s hard. It’s the kind of difficulty where you will probably only get through it with a decent amount of fluke (or at least for me anyway), my only complaint there is that the difficulty of the preceding gauntlets did not prepare me in the slightest. It’s how I felt at launch after exploring most of the world and then going into a dungeon for the first time BAM HARD MODE NOW.. thanks for the warning I guess…
Despite my complaints I had so much fun filling up this achievement line and I really hope to see more games like the gauntlet from Anet in the future. Instanced or otherwise, just so long as culling doesn’t affect it. :P
Exactly. I’m not complaining that the Gauntlet is hard. Hard is good. There should be challenge in the game. But that should be part of the content design, not the way the game plays. I’m here to fight mobs and players, not the controls and camera. I hesitate to mention the jumping puzzles, because those will become less problematic if the game issues are dealt with. The camera is the hardest part of most jumping puzzles and that’s just sad, too.
Ever play a PS2 game called Vexx? The camera’s default position was ALWAYS on the opposite side of wherever you needed it to be to complete a climbing/jumping puzzle. And even when you could move it freely, it would snap back to the default position, or just off to the side of where it needed to be so that you’re perspective was skewed. Fighting the game isn’t fun, and it isn’t good game design.
fans hate Joffrey. They hate her the way Star Wars
fans hate Jar Jar Binks.”-not a direct quote, but still true.