A little request!

A little request!

in Living World

Posted by: Atrum.2698

Atrum.2698

Hey, cheers.

So I was one of the guys who pointed out the overshooting phenomenon with Lightning Pull earlier. With the support of other forum-goers, I managed to get around it to enjoy the Labyrinthine Cliffs content all the same, in spite of my latency, and that was awesome.

What I’m a bit worried about is that Lightning Pull’s manual targeting mechanic – the one that was causing the overshooting problem we pointed out – has become a solid part of map traversal in Dry Top (aka compulsory) as opposed to a way to get to tricky or special areas (aka wholly optional1). The very first jump onto that admittedly large pillar of rock heading into the Crash Site, in fact. Believe it or not, but the manual target Lightning Pull shot me past it several times, as well.

I really, really hope this isn’t becoming a trend. No offense meant to the thoughtful folks in map design, of course. However, if the manual target pull becomes an obligatory map traversal mechanic with solid consequences (death, forced alternate paths, etc.) I think it’s in more than a few people’s best interests to point out that this will cause frustration. If this comes about, I hope a lot more deliberation goes into planning these traversal elements.

tl;dr, but, say…

to make up for giving us latency-plagued players an obnoxiously ginourmous platform to land on for our pulls, said platform is apparently unstable and you have to activate a switch or jump onto a nearby outcropping or look down and plan a deliberate descent onto a warm, inviting pile of hay, perhaps.

I apologize if this sounds awful or anything to that effect. After all, I did eventually get past that part that bothered me on the map. Still… I feel like it’d be good to get this out there.

1 inb4 you had to use Pull to get to the Zephyrite Ship at all in the Cliffs: yes, I know this was the case, but those Pulls had clearly defined Tethers that land you reliably on the other side aka not manually targeted and subject to latency issues.

A little request!

in Living World

Posted by: Mantis.6102

Mantis.6102

Yeah, it was pretty frustrating to have the very first aspect jump put me completely where I didn’t point it. I know there are a ton of people that can explain how to get around the bad mechanics of the jumps, or how its my fault because I am stupid enough to have high latency or lag or whatever….but the reality is that this is a problem with design.

Zoning in to the exciting new map that we have been hoping for and talking about for some time and almost immediately being punished for something that i cannot control kind of spoils the moment and colors the rest of the experience. I’m not big on the anet apologists, but I’m also not big on the complain about everyone crowd, but this was just a frustration that did not have to be there. We already know they can place invisible walls to limit where you can aspect jump to (the spire that the frog guy fights you on in the new zone is a good example, when jumping from the bigger spire, you can place green crosshairs right on the main spire, but you hit an invisible wall and land on the shelf around the spire). So put an invisible backstop on these problem areas.

To those who will say its not a big deal, or you can get used to the quirks and bugginess, its not an enjoyable challenge, it is artificial difficulty.

[HoD]Accomplished Killer