(edited by Devildoc.6721)
Fake wall on diving platform
I thought the fake walls were a good idea, since they really haven’t used them that much (other than pirate JP I think). The fake ceiling or whatever it is at the goggles shouldn’t be there though. Its hard enough making it knowing where to jump anyways, we should be able to see down with no artificial obstructions.
Please give us a keyring…
I thought the fake walls were a good idea, since they really haven’t used them that much (other than pirate JP I think). The fake ceiling or whatever it is at the goggles shouldn’t be there though. Its hard enough making it knowing where to jump anyways, we should be able to see down with no artificial obstructions.
Yeah the fake walls were a good idea in terms of “find the hidden entrance”.
In terms of “dive down and hope you don’t hit one of the 20 objects between you and the water”, it was a nightmare.
DODGE!!! – https://www.youtube.com/watch?v=kvS6zMThiZU
yeah I’ll be clear, the fake horizontal walls were fine, there was no instant death right behind them.
The fake floor just below the diving platform obstructing your view of all the hazards so that the only way you can know where to jump is by using a guide or pure trial and error is what I really disliked. That’s pure artificial difficulty.
Challenge is having to make a bullseye shot.
Artificial Difficulty is having to make a bullseye shot blindfolded.
Fake ceiling is brilliant. The whole Aetherblade base is cloaked under an holographic mountain. Brilliant Inquest idea!
Dive Jump foolproof tactic: get down on the pipe where goggles lie (off the blue pad). Pan camera until you see the closest/nearest Y shaped pipe intersection, face it. Jump forward so you fall down through that Y pipe intersection. Then strafe midfall so you go between the 2 toothpick metal spikes that are above the water well. Compare this with Dulfy’s vid and you’ll see what I mean.
Dive Jump foolproof tactic: get down on the pipe where goggles lie (off the blue pad). Pan camera until you see the closest/nearest Y shaped pipe intersection, face it. Jump forward so you fall down through that Y pipe intersection. Then strafe midfall so you go between the 2 toothpick metal spikes that are above the water well. Compare this with Dulfy’s vid and you’ll see what I mean.
Except that if you don’t jump from the blue platform itself, you run the risk of it bugging so the dive didn’t count. If you just spent half an hour getting up there, you obviously don’t want to have to do it all over again. :P
Anyway, I’ve worked out the best spot to jump from to get that Dive spot. You want to jump off just to the right of the right-most blue light pillar. (The diving goggles will be on your right.) Take just a little hop forward, and that should roughly put you in the correct spot. You may still need to correct your “flight” on the way down to make sure you don’t hit any obstacles in the way.
Dive Jump foolproof tactic: get down on the pipe where goggles lie (off the blue pad). Pan camera until you see the closest/nearest Y shaped pipe intersection, face it. Jump forward so you fall down through that Y pipe intersection. Then strafe midfall so you go between the 2 toothpick metal spikes that are above the water well. Compare this with Dulfy’s vid and you’ll see what I mean.
Except that if you don’t jump from the blue platform itself, you run the risk of it bugging so the dive didn’t count. If you just spent half an hour getting up there, you obviously don’t want to have to do it all over again. :P
Anyway, I’ve worked out the best spot to jump from to get that Dive spot. You want to jump off just to the right of the right-most blue light pillar. (The diving goggles will be on your right.) Take just a little hop forward, and that should roughly put you in the correct spot. You may still need to correct your “flight” on the way down to make sure you don’t hit any obstacles in the way.
I got my +1 achievement doing the method I posted. Dulfy’s method is a lot riskier because you have to pan your camera FoV to match hers, and be in same position on pad as her (lots of ppl stackin on her to pin point her spot) and move + jump with same intensity. That’s way too many factors, whereas my method (which is basically same falling path as hers, allows you to see where you are supposed to jump towards.