Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: Crazylegsmurphy.6430
The design intent was NOT to make Normal Mode as hard as it is. There are a combination of factors that are making it so, and we’re currently working on a fix. We want W2 Normal Mode to be slightly more challenging than W1. There are several obvious difficulty spikes that we are addressing by adding check points, removing the buggy waterspouts, making dart traps easier to spot, removing some of them, etc.
Josh, you’re as awesome as always. I hope you’re able to find the right balance now.
All the complaints about the randomness of the rapids, floaty platforming, camera issues, etc. are things I would literally pay a thousand dollars to fix. Maybe even two. I’d cut my salary if we had a way to fix them. We hate them as much as you do. We simply accept the pain of these engine limitations because we feel like the overall content is worth it. I totally understand if other’s find them too annoying to be able to enjoy the content.
This is why I have a very strong opinion that there should be multiple ways of accomplishing the goal when mechanics with known issues are introduced. No one should be punished for not having the ideal setup.
Imagine if we took this attitude towards disabled people. Telling a paraplegic that we understand if not having a wheelchair ramp is too annoying, but it would have messed with the esthetics of our storefront.
If you know that the engine has limitations, then either use them very, very sparingly, or offer alternatives. The SAB has many, many different paths a player can take, what is one more? Who cares if it is a 10 min journey around the back of a mountain, its going to be a lot less frustrating than having a twirly flower toss you back to square one to the point of rage quitting.
Though most of the warranted complaints are just a limitation of what we can and can’t do with our engine. (Like making the dart traps knock back instead of kill. That was our initial intent, but there’s no way to make it work.)
Forgive my ignorance here, but I don’t understand this. There are multiple instances of where the game outside of SAB uses mechanics that would work just fine. For example, the water spouts are buggy, but in the Vexx’s LAN jumping puzzle there are platforms that fade in and out causing the player to fall. Why not just place one of these at the top of a water spout animation, and fade it out at the same time the animation ends?
The dart traps…well, I spend 90% of my time in GW2 getting knocked back by something or rather. There must be a mechanic available that allows this. In fact, I just remember playing 200000 rounds of some Living Story mini game where characters could knock me back with a force field. I know there are many examples of where knock back mechanics are used in the game, why can’t these be applied here?
I’m not trying to tell you how to do your job or anything, but other than those super annoying twirling flowers, and bouncy mushrooms, I don’t see any mechanics that aren’t part of the normal game.
Either way, aside from the Bauble achievements being super annoying (yes, I’ll complain about this until its given a proper counter, or until you at least just tell us how many baubles we need to find), I think these changes will be great. I started working my way through again, but I haven had a giant chunk of time to dedicate to the 2+ hours it seems to be taking people.