Is it too hard? Respect the awesome work

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Posted by: boredinbc.2786

boredinbc.2786

I did this on infantile mode with 4 guildies. It was long, frustrating and unfun even with the clouds, but it could get better as we learn the ropes.

I have to complain about the part with the frogs that suck you into dart traps, though. One of us activated the checkpoint after it, and then it was a complete deathfest because we’d barely finish respawning and we’d get sucked back into death again, and again, and again, and again, and we collectively died some 50+ times before we managed to kill all the frogs just so we could all stand on the checkpoint to proceed. Plus, if you got even a little bit of lag on respawn, you’d get sucked back into the death trap before you could even do anything.

This is just world 2. I don’t even want to know what the difficulty level of world 4 will be. Even extremely punishing games like Super Meat Boy allow you to try again repeatedly and have a less harsh learning curve than this. People who mastered world 1 should not be dying 50 times in world 2 before they can even get anywhere.

Plus, the “you have to learn this blah blah” argument falls short when this is gated behind continue coins that cost 50 baubles each (not to mention the parts that need upgrades and you only find out when you get there) and you’re going to die a lot more often than the 5 lives you’re given with a coin until you learn anything.

I bought an infinite coin just to spare myself the headache of grinding to get past, and that’s p2w in my book.

Your last paragraph is why the first 4 paragraphs are true.

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Posted by: RvLeshrac.2673

RvLeshrac.2673

Already wondering why the hell I enjoyed any of this. What the hell is the deal with the turtles in World 2 being in unreachable locations? Can’t jump on them alive because I get knocked back by the water. Can’t hit them because THEY’RE IN THE kitten ED WATER, OUT OF RANGE.

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Posted by: Kaleban.9834

Kaleban.9834

Already wondering why the hell I enjoyed any of this. What the hell is the deal with the turtles in World 2 being in unreachable locations? Can’t jump on them alive because I get knocked back by the water. Can’t hit them because THEY’RE IN THE kitten ED WATER, OUT OF RANGE.

The reason the devs are so good at it is because they can play with “noclip” on, perhaps they forgot that players don’t have access to the development console?

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Posted by: Magische Boek.2530

Magische Boek.2530

Already wondering why the hell I enjoyed any of this. What the hell is the deal with the turtles in World 2 being in unreachable locations? Can’t jump on them alive because I get knocked back by the water. Can’t hit them because THEY’RE IN THE kitten ED WATER, OUT OF RANGE.

The reason the devs are so good at it is because they can play with “noclip” on, perhaps they forgot that players don’t have access to the development console?

go infantile mode if you dont know how to jump

I’m not arguing!
I’m simply explaining why I’m right.

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

This I believe sums up a lot of frustration people are having.

  • applauds *

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Posted by: TimeBomb.3427

TimeBomb.3427

Already wondering why the hell I enjoyed any of this. What the hell is the deal with the turtles in World 2 being in unreachable locations? Can’t jump on them alive because I get knocked back by the water. Can’t hit them because THEY’RE IN THE kitten ED WATER, OUT OF RANGE.

Slingshot is the answer.

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Posted by: FXHell.3217

FXHell.3217

WE DID WORLD 2 ZONE 2 A FEW MINUTES AGO!!! WUHUUUU!!!

Zone 2 is very long… 7 waypoints or something. It took us 3-4 hours of really concentrating and playing. The traps didn’t end. Did it with 6 coins.

MAN, THAT WAS HARD!!! W2-3 TOMORROW!!! YEEEEEEEEEEEES!!!

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Posted by: StygSec.7163

StygSec.7163

This I believe sums up a lot of frustration people are having.

Yep…. Exactly that!

My sides too!

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Posted by: Godzzila.3752

Godzzila.3752

I don’t really think that they are doing this for money, because in world 1 you can easily get the equivalent of 3 coins per day, what I think happned is that they missjudged the difficulty.
My sugestiong would go: Take that water knockdow out, and make it like poison

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Posted by: skullmount.1758

skullmount.1758

God kitten kittening piece of kitten. kitten right its too hard. Zone 1 of World 2, I can’t not explain the rage I have right about the section with the water spouts in the kitten rapid water. This is kittening impossible. I’ve spent the last 40 minutes trying to get up it. The kitten water is too glitchy. Sometime I get sent flying down the river, sometimes I get a chance to jump, sometimes I just keep hitting the same thing and not getting a chance to jump. I am extremely kitten ed right now. I know what to do (it doesn’t help I have no baubles) and if I exit to get some more from world one, I have to start the whole kitten world over. I am now even doubly kitten ed over the change to the chest/digs cause I might have enought for one ONE skin at the end of the month, cause there is no kittening way I’m subjecting myself to this zone (2-1 at least) more than this once. I’m not even sure how the hell I’m gonna even be able to do it in TM mode.

God kitten it. Now I’m hitting nothing and being bounced back…

Darkhaven server
Please give us a keyring…

(edited by skullmount.1758)

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Posted by: Josh Foreman

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Thanks, Mirta. I value your input. I’m just also aware that people’s familiarity with the content is almost zero right now. World 1 had pretty short legs, as once you get through you know how to do it easily. I was hoping to make this round have a longer learning curve. Maybe I overdid it. I’ll be watching feedback closely over the next several days to determine that.

Not about too much content, but rather about how many hours you have to put in it in one sitting and how likely you are to run out of continue coins before finishing a level. Old SAB took an hour to beat – all 3 zones of it. New SAB – I’ve spent 2 hours beating Zone 1, then perhaps another hour on Zone 2. I ran out of continues. I don’t want to have to do it all over again. For the content that’s out there – there could have been 6 zones instead of 3 to reduce the frustration of dying.

I remember starting the levels in Mario and Sonic and Ghosts ‘n’ Goblins, etc. over and over. Then as I learned the levels and creatively came up with tricks for beating them it became less and less until I could plow through without dying once.

There are places where you barely not land on the second one and then there are places where the game teleports you on the second one without a choice. Really while I do understand the intention behind it, being forced to find an exact milimeter to land right next to the flower instead of on it is actually a bit too hard and some times glitchy for just the normal mode. It literally feels like the world is trolling you sometimes. Here you landed without touching the flower and there you go shooting into an opposite direction because the game thinks that you touched the flower.

Yeah, things can get squirly when lag’s involved. I’ll look into your suggestion to make them interactable instead of auto launchers.

In old platform games you actually see your reach and manage to hit a model while still standing on some sort of sprite. World 2 Zone 1, after the rapids part, you use the flower to get to the side that has the shopping hut on it, you climb on the log to hit the crocodile to be able to jump on the flower from it, you have to move off the log and stand on thin air to actually hit him, if you don’t find the invisible spot in the correct way you kind of fall to your death. That’s not really strategy. That’s guessing how far can you walk on invisible air before you fall.

This is an example of what I mean by familiarity with the content. Soon it will be common knowledge that you simply stand on the river bank next to that log to shoot the croc. You can also shoot him from across the river and spin flower right onto his back. This is just like Ninja Gaiden or Mega Man where you have to find the right platform to hit the monster that will stab your face if you ignore him.

As many as there are in some rooms on world 2 zone 2 and in the temple? That many have only be found on new age games that aim to be unforgiving, like for example “I want to be the guy”, such a difficulty spike is not characteristic of real old games, like zelda, or mario, or sonic. World 2 zone 1? Yeah, the increased enemy amount is fine. World 2 Zone 2? At times there’s simply too many of them.

I think I agree that the overall difficulty of W2 is disproportionately high right now. I don’t think it’s due to the number of enemies. I think first-day-lag due to hundreds of thousands of people all hitting the same maps at once is playing a big factor. I think there are a few specific spots like the gong and fish temples, Piranha Bend, and a few others that spike too high and I’m going to see what I can do about those.

- the part where you have to push boxes to cover up the traps and jump over them, the one that shoots you at the end of it, as you’re jumping over one of them is simply not a fair one.
- the part where you’re climbing the temple that has the gong in it, in one area you pretty much can’t stop jumping and land, because the trap from the other side of the room will shoot you. That trap is not fair.

We have different definitions of fair. My definition of fair is having some form of danger detectable. The very first dart trap is not fair. But I’m willing to pay that price in order to set up the rest of that mechanic as a new and interesting flavor for the map. This is like the laser rooms in Mega Man 2. The first time you fall in there you WILL die. I don’t care how good you are at games. It takes many many lives to figure out the patterns and where you need to drop to survive. My dart traps are all visible if you know what to look for. I consider that fair.

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Posted by: Ivonbeton.6814

Ivonbeton.6814

So how do I afford things like the candle (which appearantly you need to progress)? I’m using a lot of my bubbles on coins. What’s the best way to get some extra?

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Posted by: RvLeshrac.2673

RvLeshrac.2673

Already wondering why the hell I enjoyed any of this. What the hell is the deal with the turtles in World 2 being in unreachable locations? Can’t jump on them alive because I get knocked back by the water. Can’t hit them because THEY’RE IN THE kitten ED WATER, OUT OF RANGE.

Slingshot is the answer.

The slingshot only works when the enemies are on PRECISELY the same horizontal plane. And even then, you can basically flip a coin.

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Posted by: Kaleban.9834

Kaleban.9834

So how do I afford things like the candle (which appearantly you need to progress)? I’m using a lot of my bubbles on coins. What’s the best way to get some extra?

As in all things, the answer is the Gem Shop.

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Posted by: Josh Foreman

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The reason the devs are so good at it is because they can play with “noclip” on, perhaps they forgot that players don’t have access to the development console?

I’m not sure what you mean by ‘noclip’. But we would have to be pretty stupid to test the difficulty of our content using dev commands. My current guess is that the problem is 1. Lag makes rapids/waterspouts too hard. 2. People aren’t familiar with the content and once they learn the tricks they won’t find it nearly as hard. 3. We devs play constantly so we are more practiced at the content. 4. Our alphas must be better than average as well because we didn’t get anywhere near this amount of complaints over the difficulty during our alpha tests.

My goal is to make Normal Mode more fun than frustrating for average players, so it looks like I’ll have to tone it down to meet that goal. But I still need to give it a few days to make sure 1 and 2 aren’t the primary issue.

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So how do I afford things like the candle (which appearantly you need to progress)? I’m using a lot of my bubbles on coins. What’s the best way to get some extra?

Protip: First save up for a shovel. Then look for dig spots. There are hundreds of buried baubles in each zone.

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Posted by: nihil.6825

nihil.6825

It’s “I Want To Be The Guy” obviously

To the developers:

I completed “I wanna be the Guy!”,a ridiculously hard platform game, on very hard mode, long before GW2 was released. Playing this and other similar games, most of which were even more difficult to complete, gave me a fair amount of experience about judging the advantages and disadvantages of high difficulty. Now, concerning the new content in the Super Adventure Box, I would like to make a few points based on personal observations and experience gained in other related areas:

In the new content, errors are punished a very frustrating way. Being trapped in an unpredictable loop of uncontrollable knockback that randomly inflicts damage (I am speaking of World 2, Zone 1) is certainly worse than dying.

In my opinion the necessity of going back in the content in order to proceed at a certain point (again W2, Z1) without any previous indication should be an element of troll games rather than Guild Wars 2. (Up to this point, I only managed to get passed the water spouts area using bug exploits, without going back to a shop to buy a ranged weapon)

The difficulty curve does definitely not increase linearly. The new content includes accurate jumps under time pressure and heterogeneous platform availability periods, which does not at all reflect any older game elements.

Further the difficulty modes are not used as they should be in my opinion. I think that a “normal” mode should be suitable for a “normal” player, an “infantile” mod for first-timers. I for my part found the normal mode troublesome, and I do not consider myself a first-timer in platform games.

Lastly I cannot understand why the number of baubles found in the game was reduced. It is obvious that their demand will increase because of the higher number of deaths due to the more challenging difficulty. The only explanation I can find for such a measure reminds me of some foul economic exploits.

I, for my part,who had been waiting for this update since its first announcement, was slightly disappointed. Playing the Super Adventure Box no longer has the swift and casual feeling it had before. I very much hope this will change with the next update.

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

So how do I afford things like the candle (which appearantly you need to progress)? I’m using a lot of my bubbles on coins. What’s the best way to get some extra?

We speed-ran world 1 today (remembering some of the dig spots and lucrative chests) and made 500 baubles, then used those to afford the torch and flute in world 2 zone 3. Don’t know if that helps.

If you’re still working on world 1: there’s guide out there (dulfy…) that show you lots of secret spots with hidden baubles.

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Posted by: Ivonbeton.6814

Ivonbeton.6814

So how do I afford things like the candle (which appearantly you need to progress)? I’m using a lot of my bubbles on coins. What’s the best way to get some extra?

Protip: First save up for a shovel. Then look for dig spots. There are hundreds of buried baubles in each zone.

I’ve been doing that, so far only got single baubles though. I’ll try to find some more spots tomorrow, thanks for the help.

EDIT: So far I didn’t find it too hard at all, just frustrating to collect bubbles because I have to spend a fair amount on coins to go again.

(edited by Ivonbeton.6814)

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Posted by: Grimno.6172

Grimno.6172

The reason the devs are so good at it is because they can play with “noclip” on, perhaps they forgot that players don’t have access to the development console?

I’m not sure what you mean by ‘noclip’. But we would have to be pretty stupid to test the difficulty of our content using dev commands. My current guess is that the problem is 1. Lag makes rapids/waterspouts too hard. 2. People aren’t familiar with the content and once they learn the tricks they won’t find it nearly as hard. 3. We devs play constantly so we are more practiced at the content. 4. Our alphas must be better than average as well because we didn’t get anywhere near this amount of complaints over the difficulty during our alpha tests.

My goal is to make Normal Mode more fun than frustrating for average players, so it looks like I’ll have to tone it down to meet that goal. But I still need to give it a few days to make sure 1 and 2 aren’t the primary issue.

In my opinion one thing that might help a little, is if there was an option that showed you your character’s “standing location” better.
I play a Charr, and doin jumping puzzles is… annoying because the character runs on all fours.
So it’s hard for me to judge where my character is “standing” so I know when I can make a particular hard jump.
On some of the jumps involving the square blocks with the downward slopes on them, this has caused me to not jump quick enough, still thinking I wasn’t at the edge yet, and would get knocked away by the current.

Another problem is with the current.
It can’t decide what it wants to do with you.

Sometimes I get knocked normally and can quickly get to a nearby block.
Other times I get richocheted around.
Other times I hit a wall and teleport randomly… usually further back, but twice I’ve teleported further ahead!

Grimno Lvl 80 WR
Lance Delgado Lvl 20 Thief

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Posted by: Thomassassinate.9370

Thomassassinate.9370

Josh any chance you could fix it so all characters can access all zones?

I have a norn elementalist i made, i spent like 20 minutes trying to figure out who i used 3 months ago then i realised it was my norn, and norns and jumping don’t mix id rather use my asura but i really dont want to spend 2-3 hours unlocking all worlds again on a different character.

I’m aware you guys probably did it so people couldnt farm every level thats fastest with alts but now that you made it account daily it wouldnt matter.

Great job either way, sab is great, while its hard its fun, but i really hate using my norn and being unable to do on another character.

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Posted by: Ivonbeton.6814

Ivonbeton.6814

So how do I afford things like the candle (which appearantly you need to progress)? I’m using a lot of my bubbles on coins. What’s the best way to get some extra?

We speed-ran world 1 today (remembering some of the dig spots and lucrative chests) and made 500 baubles, then used those to afford the torch and flute in world 2 zone 3. Don’t know if that helps.

If you’re still working on world 1: there’s guide out there (dulfy…) that show you lots of secret spots with hidden baubles.

Well I’ve tried the digspots that people farmed (I checked some videos from the previous event), but if they had any baubles they were just single ones. I’m playing by myself, not sure if that’s affecting anything. I’ll try to find a party tomorrow.

Think I found one chest so far for which I had to use a key.

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Posted by: Josh Foreman

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What the hell is the deal with the turtles in World 2 being in unreachable locations? Can’t jump on them alive because I get knocked back by the water. Can’t hit them because THEY’RE IN THE kitten ED WATER, OUT OF RANGE.

Protip: Don’t forget you can get multiple ranged weapons with different ranges and angles. Also, many turtles are unnecessary to hit. Most rivers have multiple possible paths. In fact, it’s possible to get through Piranha Bend without ever touching a turtle.

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Posted by: KaptK.9608

KaptK.9608

I have no complaints about anything other than the lack of baubles.

I’m in the middle of trying to get past the rapids in World 2 Zone 1 and i’m at 194 baubles from doing the whole of World 1 first. I seem to be using up quite a lot of them stunning turtles and i don’t see how i’ll manage to save enough to buy the flute/torch i need for later.

Since we can’t farm baubles anymore i think i might be stuck as a friend and I already got stuck at the ice wall later on due to not having enough baubles to buy the torch.

If lack of baubles means it’s too hard to get past certain points in the game due to needing to buy items from the shop then i think that might need to be addressed.

I haven’t fully explored ways of getting baubles in the latest revision but compared to last time it seems it’s going to be harder so might be too hard for people to actually get the new skins too.

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

My feedback after the first 4 (?) hours of SAB:

Did world 2 in infantile mode, just to get to know the terrain a little bit before doing it “properly”, and found it really bloody difficult (considering it was baby mode). From what I’ve seen, I think I can beat normal mode, but I’m already asking myself whether it is worth putting in as many hours of my life as it will take. I don’t mean this in a snarky way.

I 100%ed world one achievements last time and couldn’t wait for SAB to return, so I’m not exactly a total beginner.

We also looked at world 1, zone 1 tribulation mode. Never made it past the second checkpoint. I love the concept, enjoyed the time spent in there so far, and would really like to find all the paths without guides, but again, I don’t think I can do that with the time I have.

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Posted by: Monkey Fritz.9052

Monkey Fritz.9052

The reason the devs are so good at it is because they can play with “noclip” on, perhaps they forgot that players don’t have access to the development console?

I’m not sure what you mean by ‘noclip’. But we would have to be pretty stupid to test the difficulty of our content using dev commands. My current guess is that the problem is 1. Lag makes rapids/waterspouts too hard. 2. People aren’t familiar with the content and once they learn the tricks they won’t find it nearly as hard. 3. We devs play constantly so we are more practiced at the content. 4. Our alphas must be better than average as well because we didn’t get anywhere near this amount of complaints over the difficulty during our alpha tests.

My goal is to make Normal Mode more fun than frustrating for average players, so it looks like I’ll have to tone it down to meet that goal. But I still need to give it a few days to make sure 1 and 2 aren’t the primary issue.

3 and 4 are exacerbated by 1.
You and the alphas both likely don’t have the latency and lag issues that every other player has.
Rapids were always ridiculously buggy, even during initial release.

As a “demo” for world 2, I am sure most other players were like me, believing the bugs were simply lack of polish since the level ended broken and with moto telling us it was unfinished. And the limited reward meant most players didn’t bother farming it.

To find out it just as bad as before, and possibly worse so for the day one lag problems, is rather disheartening. The server and the client simply seem to never agree on where the player is and what they are doing.

(And please don’t make me cry anymore about this once a day per account nonsense, as it’s pretty much killed the fun for me and every other altoholic across the entire game.)

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Posted by: FoxKelfonne.7691

FoxKelfonne.7691

I think my biggest gripe so far is that missing a single jump in the rapids is a death sentence, even if you’re slammed against a rock. The knockdown keeps you down too long, and by the time you’re able to stand back up again, you have no invulnerability, and it just knocks you right back down again.

Requiring skill is one thing, but watching my character helplessly ping-pong around the river is just frustrating and annoying. SAB World 1 was great fun, and it had a learning curve, but it was cute and a great time. SAB World 2 is like you switched from Super Mario Bros to Ninja Gaiden.

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Posted by: Kaleban.9834

Kaleban.9834

I’m not sure what you mean by ‘noclip’. But we would have to be pretty stupid to test the difficulty of our content using dev commands. My current guess is that the problem is 1. Lag makes rapids/waterspouts too hard. 2. People aren’t familiar with the content and once they learn the tricks they won’t find it nearly as hard. 3. We devs play constantly so we are more practiced at the content. 4. Our alphas must be better than average as well because we didn’t get anywhere near this amount of complaints over the difficulty during our alpha tests.

My goal is to make Normal Mode more fun than frustrating for average players, so it looks like I’ll have to tone it down to meet that goal. But I still need to give it a few days to make sure 1 and 2 aren’t the primary issue.

Odd that as a games developer you wouldn’t know what “noclip” is, seeing as how its been made famous by online competitive FPS right alongside Aimbot.

As I said above, 1. is not the problem. Its not lag, when people in the States on broadband connections with pings under 70 are having the same issues as everyone else. 2. is also not the issue, as many of us that are very familiar with SAB World 1 were completely taken aback by SAB World 2. The difficulty increase is completely obvious to anyone not involved with disguising the shilling of Gem Store items. 3. may be part of it, but your most hardcore playerbase frequents the forums, and I’d put up some of the hardcore PvP guilds against a dev team any day. Amount of time played does not translate to skill. As for 4. well its a pretty obvious truism in business that the larger your test audience, the quicker you will identify potential issues. I don’t know how large your alpha team is, but problems with content can be MUCH more quickly identified when thousands upon thousands of avid, hardcore players are tearing through your content.

Bottom line is, trust in the players, because they not only know what they’re talking about, if you fail to make them happy (or at least lessen the acute frustration) then you don’t have a successful game. As for my comments about the Coin and the Gem Shop, one need only look at the parallels of recent GW2 design philosophy with the atrocious mess that was SWTOR. That game was supposed to be the second coming, but due to executive meddling and the desire to eke every last drop of blood from the stone that was the playerbase, its now a mediocre free to play MMO, where most of the content will never be experienced precisely because you now have to pay for everything.

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Posted by: MasterOfMistakes.2089

MasterOfMistakes.2089

Should I just file a bug-ticket that none of the dig spots worked for me in world 1 then, since I cant seem to get an answer here?

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Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Well it is pretty obvious they designed this to sell as many infinite coins as possible.

I did all of World 1 only dying about twice on normal mode… after 3 hours and 50 deaths I gave up on infantile mode for W2-2.

Pro-tip: there is absolutely nothing fun at all about having an enemy that KD’s you for one second on a one second CD, while also trying to balance on a cliff and dodge traps, and then additionally giving that enemy evade/invuln for 90% of the time.

Pro-tip 2: there is absolutely nothing fun about having to randomly guess how far I can walk onto the water without 30 seconds of flopping around like a fish in order to maybe get a 1% chance of my whip/slingshot actually hitting a turtle.

Pro-tip 3: There is nothing fun about those geysers, teleports, rubberbanding, mid air KB’s, and the HORRID camera angles…

Pro-tip 4: making zones that are 5 hours long with the promise of running out of continue coins and then having to start from the beginning is enough to make me want to quit the game forever.

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Posted by: Josh Foreman

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To the developers: snip

Thank you for the well-reasoned and clear feedback, nihil. I appreciate it. I agree with most of what your saying. I’ll check, but I don’t think the number of Baubles is less in World 2. They are just hidden better. I wanted a longer learning curve for World 2. I also disagree that it’s the mark of a troll game to make you go back and buy a piece of equipment to progress. That is pretty much the core mechanic of metroidvania games.

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Posted by: Andele.1306

Andele.1306

Not to minimize your complaints but here’s my take.

1. The zones are too long

You are complaining about too much content.

2. Jumping on a flower can throw you into another flower and kill you

You can be more careful about the direction you are facing when you land on them.

3. Crocodile hit boxes are too little

You need to use tactical stratagy to find the spots to hit the from, just like old platform games.

4. Too many enemies on all maps

Learning where enemies are and how to thwart them is part of the process of progressing in old platform games.

5. World 2 spike traps are not fair, especially when you get to places where there are lots of cheap ones.

They are all visible. The darts shoot out of dart boxes. The assassin training grounds are meant to teach you to carefully observe your surroundings.

6. World 2 does not have nearly enough checkpoints and repeating the gong run is painful

The gong run is painful. I’d like to tap that difficulty spike down.

7. World 2 – bringing the fish from the fountain, up the temple – too difficult due to lots of cheap spike traps

Not sure what you mean here. If you are talking about the dart traps, there are none in the fish temple.

8. World 2 – clouds are invisible unless your brightness is at 0.

I’ve tested on a variety of monitors and haven’t seen this problem.

I could go on and on and on. Normal mode was made far too hard.

You may be right. I think it’s too early to tell. Some number of people hit a little resistance and quit and come to complain about it. And some number hit that same resistance and are inspired to overcome it and they are in the game right now doing that. I don’t have a good sense of those numbers are right now. I’m more than happy to adjust it when I have better data to work from. Thanks for your feedback.

1. More content =/= GOOD CONTENT, Liadri was good (despite bugs), Mad king CT was good (again despite some weird teleports rare people got and the amount of charr kitten i saw), example of lots of content with no real substance was the first patches of F&F where the TGS podcast plain said: Oh whats new in GW2? Fixing signs and returning bear arses.

2. Forced jumps are terrible, all over the game they are buggy, hell it took you guys 9 months to stabilize a weapon skill so that it can even be used without you pretty much murdering yourself (engie rifle jump).

3. Their tails, despite how good of a idea it is, aint properly fixed to the hitboxes, nor is the whip that cannot touch some of them unless you are on a specific pixel of some logs/rocks IN A 3D game…. yeah not good, nor is anything in SAB2 and most of the new content you release properly hitboxed and indicated and a lot was in release was bad till you fixed some aoe indicators (easy solution to this would be a plain increase in whip range to fit the animation).

4. No problem with enemy count (even if the frogs are annoying in that one room).
5. Again no problem, but it would be nice if the rim of traps wasnt the same as shadows… (no real problem if the players had enough time to look).
6. NP
7. NP again

8. Actually no that is a big problem, testing it on some monitors doesnt mean it works everywhere, same thing was with Liadris AoE circles (not to mention that they were at least 5% off of the actual hitbox from the shadowfall), they were also half invisible because of how it worked with rendering them and the ground.

When life gives you lemon, ask if its from a anime or manga.

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Posted by: Godzzila.3752

Godzzila.3752

Dev’s please don’t take this as a personal attack, more like a tip on how to improve, I played the first zone on infantil mode to skip that anoying rapid part, and only then I realized how long it was before I even had the change to get a checkpoint, and if you missed you would go a LONG way back, at elast I think you should take out the dmg from the rapids, since you can at least survive and keep going from where you survived, while if you take damage, you fail a part go back hit a stone and go back from the stone, you can’t do this a lot of times before you die from the dmg and go al the way from the begining, this is hard to explain what I’m trying to say…
Other then the rapid Zone 1 was pretty good

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Posted by: RvLeshrac.2673

RvLeshrac.2673

Pro-tip 2: there is absolutely nothing fun about having to randomly guess how far I can walk onto the water without 30 seconds of flopping around like a fish in order to maybe get a 1% chance of my whip/slingshot actually hitting a turtle.

Glad to see I’m not the only one for whom the slingshot almost never hits anything except at point-blank range. Whip doesn’t work for you either, I’m guessing.

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Posted by: skullmount.1758

skullmount.1758

I’m almost to the point now where I’m gonna grab one of my cats and just throw it across the room. Thats how kitten ed I am about the pirahna bend (If its the place with spouts that ends in the waterfall).

Darkhaven server
Please give us a keyring…

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Posted by: Mirta.5029

Mirta.5029

I remember starting the levels in Mario and Sonic and Ghosts ‘n’ Goblins, etc. over and over. Then as I learned the levels and creatively came up with tricks for beating them it became less and less until I could plow through without dying once.

The thing is with those games? They can be completed in 1 or 2 hours and while you’re learning them, you don’t have to spend real life money for more continues. You own the game, therefore you essentially have infinite continues. I would say that all these games are more forgiving than SAB W2 as well. I can trip and crawl my way trough sonic. I can’t really trip and crawl my way trough SAB.

This is an example of what I mean by familiarity with the content. Soon it will be common knowledge that you simply stand on the river bank next to that log to shoot the croc. You can also shoot him from across the river and spin flower right onto his back. This is just like Ninja Gaiden or Mega Man where you have to find the right platform to hit the monster that will stab your face if you ignore him.

Is crock being meleed from the log an unintended glitch then? I tried sling shotting him several times, however slingshot often fails, so the best strategy that I’ve found is hitting him with a stick while guess working at how far down the air yo can go without dying. Having to stand not on the object itself, but a few feet from it, on the air, kind of shows that either logs allow you to walk too far (unintended) or the hitbox for crock is too small (once again shouldn’t be intended). Pixel perfection only works when you actually have to hit the pixel where the model is, not somewhere around it and not stand off the log on air.

It takes many many lives to figure out the patterns and where you need to drop to survive.

And that is fine as long as lives are free. Lives are not free here. We either have to farm them (not fun) or pay real money for them (once again players shouldn’t be forced to resort to that).

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Posted by: Coldin.2840

Coldin.2840

To the developers: snip

Thank you for the well-reasoned and clear feedback, nihil. I appreciate it. I agree with most of what your saying. I’ll check, but I don’t think the number of Baubles is less in World 2. They are just hidden better. I wanted a longer learning curve for World 2. I also disagree that it’s the mark of a troll game to make you go back and buy a piece of equipment to progress. That is pretty much the core mechanic of metroidvania games.

I’d argue there’s a difference with Metroidvania games. Yes, usually they require a new or upgraded item to advance, but getting that item usually takes you to a new place with new challenges. It’s very rarely “You need to go back and find 200 coins, then you can buy this item.” It’s more, “You need bombs to blow up that wall. Well, if you go down this other path and complete this task, you’ll get bombs.” Backtracking is part of the design, but also backtracking is made easier with the tools you are given.

If I make it to the end of World 2 Zone 3, am I going to be any better equipped to deal with the rapids again? Will I have a better sword? Will I have bigger bombs? Do I have more health that prevents one shots or getting knocked down? Why am I still using a stick anyway?

I just don’t find this a very apt comparison.

Coldin – Thief – Sanctum of Rall

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Posted by: Josh Foreman

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Odd that as a games developer you wouldn’t know what “noclip” is, seeing as how its been made famous by online competitive FPS right alongside Aimbot.

Sorry, I don’t develop FPSers. There is still very little industry standard lingo.

As I said above, 1. is not the problem. Its not lag, when people in the States on broadband connections with pings under 70 are having the same issues as everyone else.

I’ve learned that things are rarely as simple as they seem, and there are many factors that play into it. I’m not plugging my ears and screaming LA LA LA here. If that’s not the issue, great. I’ll adjust. I’ve said multiple times now that my goal with Normal Mode is to make it a fun experience for average players. At this point you can believe me, or just keep calling me a lying fraud. Whatever.

2. is also not the issue, as many of us that are very familiar with SAB World 1 were completely taken aback by SAB World 2.

And I’m paying close attention to this issue.

don’t know how large your alpha team is, but problems with content can be MUCH more quickly identified when thousands upon thousands of avid, hardcore players are tearing through your content.

Oh I’d LOVE to have thousands of alphas testing my stuff! But there’s logistics and NDAs and such that drastically reduce the pool of candidates.

Bottom line is, trust in the players,

Not sure where you’re getting the impression that I don’t. I wouldn’t be here interacting if that were the case.

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Posted by: Coldin.2840

Coldin.2840

Pro-tip 2: there is absolutely nothing fun about having to randomly guess how far I can walk onto the water without 30 seconds of flopping around like a fish in order to maybe get a 1% chance of my whip/slingshot actually hitting a turtle.

Glad to see I’m not the only one for whom the slingshot almost never hits anything except at point-blank range. Whip doesn’t work for you either, I’m guessing.

That whip is the most unreliable item I have. The only time I hit anything with it is if I’m standing directly in front of them. And then the stun still doesn’t last very long compared to the knockdowns of the assassins.

Coldin – Thief – Sanctum of Rall

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Posted by: Ghosn.3219

Ghosn.3219

To the developers: snip

Snip. I also disagree that it’s the mark of a troll game to make you go back and buy a piece of equipment to progress. That is pretty much the core mechanic of metroidvania games.

While it is a core mechanic of those games, they are normally nice enough to give necessary items for free. I don’t think I’ve actually played a metroidvania where I had to buy a required item, as they were generally given for killing a boss.

Edit: Looks like someone else made the same point.

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

One tiny bit of feedback:

I don’t mind the difficulty of either normal mode or tribulation mode so much – it all seems fine, and fun. My problem is that you have to start over at the beginning of a zone after logging (or even after a disconnect) which makes stages that you have already beaten nothing but a massive timesink.

I can’t always dedicate hours at a time to GW2, and it would really, really, really help if we could start playing at unlocked checkpoints rather than the start of each zone, in all modes. That way I could focus on a smaller chunk at a time and progress in the SAB even when I “only” have an hour to play in the evening.

Think cheat codes back in the day.

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Posted by: Josh Foreman

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It’s very rarely “You need to go back and find 200 coins, then you can buy this item.”

Hm. I remember doing that a lot. Maybe I shouldn’t call out Medroid/Castlevania exactly. But Zelda, Faxanadu, Willow, and most adventure games of their ilk did this. But I suppose arguing over precedent is pointless if your point is “I don’t like having to go back and save and buy stuff.”

Why am I still using a stick anyway?

Protip: Find the secret shop with the Chain Sticks!

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Posted by: Shift Focus.9083

Shift Focus.9083

zone 2 is insanely hard…like It’s not even fun i’m not sure what the intention was there, zone 1 was kind of fun and exciting, zone 2 is just dull and way too freaking time consuming…on top of that you have the stupid ninja dart traps, it’s so lame being 1 shot and not even in tribulation mode, also there’s way too freaking many too, I don’t even like playing because i’m afraid i’ll be hit by those kitten arrows near the doors and on pillars, it’s freaking irritating…I shouldn’t have to feel this way about any game I Play, I really want to finish it for the perks, but right now it’s just too time consuming and hard, you literally have to take baby steps -.-

example: I stroll through a doorway, clearly seeing the traps I try to avoid them, turn the corner and BAM, dead from a trap, how fun is that. having to walk all the freaking way back too is ridiculous, the check points are too far apart and I’m out of continue coins -_- can’t imagine tribulation mode.

TLDR: minimize the traps -_- or something jeez.

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Posted by: Josh Foreman

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I can’t always dedicate hours at a time to GW2, and it would really, really, really help if we could start playing at unlocked checkpoints rather than the start of each zone, in all modes. That way I could focus on a smaller chunk at a time and progress in the SAB even when I “only” have an hour to play in the evening.
.

I would like this too. I think we don’t have a way to store that information on your character though.

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Posted by: Coldin.2840

Coldin.2840

It’s very rarely “You need to go back and find 200 coins, then you can buy this item.”

Hm. I remember doing that a lot. Maybe I shouldn’t call out Medroid/Castlevania exactly. But Zelda, Faxanadu, Willow, and most adventure games of their ilk did this. But I suppose arguing over precedent is pointless if your point is “I don’t like having to go back and save and buy stuff.”

Why am I still using a stick anyway?

Protip: Find the secret shop with the Chain Sticks!

Oh, the cost wouldn’t be so bad if you weren’t using the bubbles/baubles for everything. It’s ammo for the weapons. It’s your healing potions and extra lives. It’s your item upgrades, It’s the continue coins. Combine that with limited stacking even with upgrades and it can be a bit frustrating.

Yeah. Zelda had you do this a couple times. Like getting a Hylian Shield to get to Death Mountain. Though, I believe I recall there was a way to get a shield for free, or purchase it for a discount. It’s also fairly easy to go back and purchase it.

I’ll keep my eye out for the secret shop, though I’ve been pretty bad at finding any secrets so far in World 2.

Coldin – Thief – Sanctum of Rall

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Posted by: Kagamiku.9731

Kagamiku.9731

Got kicked out of tribulation mode when I was at the Zone 1 world 1 boss.. GG me

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Posted by: FoxKelfonne.7691

FoxKelfonne.7691

Upon further play time, my other problem with world 2 is the sheer number of instant death possibilities. There were bottomless pits in World 1, yes, but they showed up sparingly, and if you fell into one it was because you were trying to make a tricky jump for more baubles. I had gems laying around, and so I got the infinite coin. I’ve gone through at least 40 lives already and am still in zone 1 because of the sheer number of places where if I make one mistake it’s back to the checkpoint. I can’t imagine how people without the infinite coin could do this…

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Posted by: Mirta.5029

Mirta.5029

But I suppose arguing over precedent is pointless if your point is “I don’t like having to go back and save and buy stuff.”

In my opinion it’s a bit disrespectful towards the person that posted the argument towards you. Point is there are nice things to be nostalgic about and then there’s a horrid side of things that we don’t like to remember. Like killing every mob in final fantasy (sometimes even twice over) to go up in level enough to kill the final boss. Well having to go back and grind baubles feels kind of the same. It feels like a grind. And grind does not feel fun. I don’t really think that a lot of people today (even those that played those games at the time) would have the patience to play trough the grind again. It’s not enjoyable, therefore people don’t do the content. With that in mind “I don’t like to go back and do some zones over again to afford stuff” is quite valid. Think of how games progressed. What was Chrono Trigger famous for? Reducing the grind. It was not liked that much back then and it’s not really enjoyable now as well.

I would like this too. I think we don’t have a way to store that information on your character though.

There is a way though. It’s called dividing the big levels into small ones. Like SaB World 2 Zone 1 Part 1, Part 2, Part 3, Zone 2 Part 1, Part 2, Part 3…

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Posted by: Josh Foreman

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zone 2 is insanely hard…like It’s not even fun

I think if you learn the map you would do a lot better and have more fun. However, as an environment designer it’s my job to keep your interest by providing fun while you learn. So I’ll see what I can do. Thanks for the feedback.

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Posted by: butch.8136

butch.8136

5 hours for zone 1 and 2 of World 2. Had a lot of fun. Nearly broke my computer though.

Razor xxxx (Desolation ; Off)
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