Gonna be honest, while I love the idea of many of the challenges and the gameplay changes some of the adventures bring…..ye gods are more than a few of them frustrating, and often for different reasons. So belows both a general list that affect multiples as well as some specific ones.
1. randomisation of spawns that clearly hasn’t been tested, as opposed to ‘set’ multiple spawn options/routes – can we just not? This is one of the biggest common frustrations I’m encountering in the adventures. It is immensely frustrating to be stuck in a chain of attempts at an adventure where no matter how perfectly you play, the random spawns prevent you from getting a gold. Worst culprit: Shooting Gallery in Verdant Brink. Honorable mentions for problems – Fallen Masks, Scraprifle Field Test. Honorable mention for randomisation done well – Beetle Feast.
2. Seemingly random yet set camera angles on resets, often facing the wrong way, angle/direction different for every adventure. May be a nitpick but leads to frustration if multiple runs required.
3. Action camera use in adventures. I get it, you guys want to show it off, but it behaves/starts differently in both Shooting Gallery and Scraprifle Field Test (different central offset, zoom and angle). Also resets from whatever you’ve had to tweak it during adventure back to ‘default’ after a rest – you were 1st person? Now you aren’t, waste precious time fixing it! Also needs separate keybinds for when using action cam as opposed to normal.
4. sensitivity to lag. Ho boy. Gliding in general for opening and closing has issues with this, which given multiple adventures rely heavily on is a bit of a bummer. There’s also one of two others that heavily rely on say jumping mushrooms that are affected by this.
For specific adventures:
Floor is Lava – if you’re having any lag, even slightly? You aren’t golding this. Enjoy jumping mushrooms not firing, gliding sometimes refusing to open/close and the spore motes sometimes either not jumping you at all, or only partially.
Haywire Punchomatic – I wasn’t even aware of where this was without google as it doesn’t show on the map. Also not quite sure why it requires Exalted Assistance to access honestly, given it’s a Rata Novus golem, not an Exalted construct/device unless I missed some lore saying they are somewhere?
Scraprifle Field Test – several here really.
1. doesn’t show on the map, again had to google this. Why?
2. the random nature of spawns sometimes just not giving you enough to kill,
3. the tendency of multiple eggs with one shot to burst out of range of coolant/healing/endurance refill is odd – maybe increase the “splash” range of them?
4. the flamethrower (skill 2) requiring being held down to get full use (no tooltip suggesting as such) as well as seemingly not being bindable to right mouse click – as far I know, r-click doesnt seem to be used for much in Action Cam, so why not allow this?
General QoL suggestions:
- Some kind of map screen tracking once you’ve found a challenge of if it’s been done & highest reward tier reached that day; either an extra box while on the map screen listing them or maybe just a hover over tooltip on the challenge symbol. May be something as an 30+ gamer, but sometimes we play either end of the day hours apart and have more important RL things to worry about.
- if using randomisation on a challenge, please either build multiple testable for viability ‘paths’ that are chosen between, or use a similar approach to Beetle Feast – same locations, different mushrooms. I feel this would cut down on some feelings of resentment immensely.
I realise it mostly seems I’m ripping on adventures – I really do like most the concepts and the change of pace they bring. However, as a completionist and arcadey style gamer, I just don’t like some of the frustrations they bring that seem like slight design oversights.