(edited by KTheAlchemist.7158)
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Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: KTheAlchemist.7158
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.)
First off, I’d like to really thank you for being so engaged and helpful since this update’s release. It’s clear to me that you’re passionate about what you do and want to see it well received even if it means changing the plan somewhat. I think that’s awesome.
I just want to take a moment to draw attention to this one little bit here.
I’m a big fan of fighting games. Way back when I first started getting into them, I used to get into what I called “the special move trap”. I’d have just learned some new move, and I’d want to get it into a match. The problem of course being that the moves were all just tools that were effective for particular situations. But kittenmit, I’d just learned how to do Dragon Punch, and I wanted to use it, so without even really consciously thinking about that impulse I’d try over and over and keep getting knocked down for it.
I still do this sometimes if I’ve just learned some new combo or trick. It all happens in fractions of seconds, but then I sit back and review a match and go “Wow, I was really determined to fit that thing in and it cost me the win.”
Where I’m going with this is that the spike traps seem like a bit of a “special move trap”. They’re a cool idea, but when you run into this limitation of the system, it prevents them from being a win. Instead of entering into a situation where the character literally, and the design figuratively, get smacked in the face, it might be time to shelve that idea instead. If for example trap knockbacks aren’t possible in the system, maybe it isn’t the time for that idea at all. (In Normal Mode, certainly.) Using your cool idea in a situation where it becomes less than cool (instant death) might sacrifice the win in the effort to squeeze it in.
At any rate, just to keep on a high note: Thanks for all the work you’ve done, thank you for continuing to heap love and sweat on the project, and thank you for something in SAB that taught me not to hate and avoid all jumping puzzles in GW2 the way I did when I first started playing the game. I look forward to the incoming changes to Normal, and also to stuff yall have planned in the future.
(edited by KTheAlchemist.7158)
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: KTheAlchemist.7158
I see this going the same way as Diablo 3’s Inferno mode.
" GAME TOO HARD! YOU SAID IT WOULD BE SUPER HARD BUT GAME TOO HARD! NERF PLZ"
Having finished a run through yesterday, I found it challenging but greatly rewarding for getting past some sections. Never had issues with bugs or hitting targets. Get better at the game and enjoy challenging content for once. If you are not good enough to do it, please don’t ruin it for the people who can by begging for it to be changed.
You do know Tribulation mode is a thing, right?
And that most complaints are about Normal mode?
(edited by KTheAlchemist.7158)
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: KTheAlchemist.7158
From what I’m hearing and seeing, World 2 isn’t this. I guess if some 20-somethings want some artificial experience of “Nintendo Hard”, then they got it.
That’s what makes this extra frustrating…Tribulation Mode exists, and was supposed to be the “Nintendo Hard” version. Right now that’s what Normal Mode World 2 feels like.
Thankfully, Josh has already said that he agrees and that they’re working on fixes.
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: KTheAlchemist.7158
I think most of whine comes from younger generation that didn’t get to experience this type of game. Obviously there are few of older guys too, but I think you guys got carried by the moment.
For me W2 is by far better then W1. W1 was just too, you could run it in about 10 minutes. After day or two of W1 everyone was just farming it multiple times with alts, and super adventure box became super farming box.
W2 reminds me on old school games and really brings up those memories.
Well, let’s see. I had an NES for my first game system. I cut my teeth on Mega Man games, the original Mario trilogy, a lot of other less famous games that I’d probably have to dig in storage to remember the name of these days.
These days, one of my favorite games that does a hard, old-school throwback properly and still in an entertaining way is Super Meat Boy. I’ve played through it, love it.
I still think World 2 is both too difficult, and more importantly it is difficult for the wrong reasons.
1. First off, we’re taking an MMO engine and using it to do an action platformer. This is already going to cause design issues, as has been mentioned, even by Josh himself. The difficulty of the jumping needs to be toned down in Normal even if there weren’t other factors simply because the devs of SAB are making GW2 do things it was never designed to do. If you want pixel-perfect jumping, you need pixel-accurate controls, and this was not something that GW2’s developers had in mind on an engine level. The existence of Charr alone calls for more forgiving jumping.
2. Secondly, and this is I think another big reason for the uproar: Imagine having one of those old school ballbuster platformers, but you were only allowed to rent it for one month. After that, it will be taken away, and no one knows when you’ll be allowed to rent it again. Incidentally you’re also not a kid on summer break anymore. You can’t play for hours and hours on end every day until you master this or that part. You still play a decent amount, for sure, but you can’t do a marathon anytime you feel like it, and anyway that sort of amount of gameplay wasn’t healthy then and it’s even less healthy now for the average gamer in their mid-30s. The stated time constraints on how long we have to master this thing are another big reason why the level of difficulty is a problem. If SAB and its accompanying rewards were announced as a permanent feature, I bet we’d see far less complaints. They’d still exist, but October 1st wouldn’t be looming in the future and threatening to cut the whole thing off before we master the experience. There are very few complaints that the world’s jumping puzzles are too difficult when they’re permanent additions to the game that we can woodshed to our heart’s content.
The thing is, World 1 evoked the feel of old school games just fine…but it did it with aesthetics, music, and the fun aspects of old school design. Looking for secrets, exploration within a relatively simple medium, the coin-collection aspect of it, lots of little touches that gave us a fun taste of the old days without making us sweat blood for it.
World 2 as it was released focuses more on the face-bashing aspects of old-school design. That sort of thing really belongs more in Tribulation mode, something that a lot of the pro “hardcore platformer” posts seem to be forgetting exists.
*If you want to keep a hardcore, woodshed style experience, Tribulation mode is for you. For the rest of us that fall between that and the almost tourist-mode of Infantile (or at least how Infantile was supposed to play and did in World 1), Normal needs to be brought down to where it’s fun on its own merits, and not just for those who take fun out of bashing their face against a wall.
(edited by KTheAlchemist.7158)
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: KTheAlchemist.7158
Please dont dial back the difficulty we have infantile mode for those who cant complete this and we need more challenges like this for players like myself.
1. Infantile Mode doesn’t give the reward chests. It’s also way too far out the other end.
2. They added Tribulation Mode specifically for “players like yourself”. That’s actually a big reason why the difficulty of Normal Mode is so out of line.
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: KTheAlchemist.7158
In short, yes. The difficulty is extremely out of control.
I say this as someone who absolutely loved the first SAB release. I actually used to hate GW2 jumping puzzles wholesale. The first SAB release taught me to enjoy them. World 2 is teaching me to hate them again.
That said, I’d like to offer some feedback as constructively as I can.
Not to minimize your complaints but here’s my take.
1. The zones are too long
You are complaining about too much content.
Actually it sounds like a complaint about the compartmentalization of that content. Considering that we are talking about content where “lives” and “continues” are a thing, if the stretches are too long, complaining about that is valid.
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.
True. But the level of precision required sounds like something for Tribulation mode.
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.
The places where the crocodile hit boxes become an issue the most, are incredibly tiny pieces of land in the middle of rapids where positioning and strategy are complete non-issues. That aside, again…the amount of difficulty sounds like something for Tribulation mode.
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.
The main thing that I’d add here is that the insta-kills are way out of place in Normal mode. I have no hesitation at all saying they belong only in Tribulation mode. Also, personally, I had a great deal of difficulty spotting the traps for whatever that’s worth.
To sum up:
When you think “Wow, this is really white-knuckle challenging!”, it probably belongs in Tribulation mode. The terrifying difficulty level in Normal makes me hesitate to even try playing it with friends. Unless we’re all operating absolutely perfectly, people are going to get left behind, it’ll end in frustration, and the point of playing this online in the first place disappears.
Carefully picked groups of the best of the best (and given the design, occasionally luckiest) individuals shouldn’t be the only way to finish the content as a group. That’s probably my biggest complaint about World 2.
As an addendum, I really loved SAB World 1, and I’m glad that you’ve decided to bring it back and add more content. That part’s great. I’d just like to see that new content something that can be enjoyed with friends, and that allows me to turn the difficulty to 11 or leave it at a far more comfortable number when I don’t want to. (Without the complete cop-out of infantile mode.)
(edited by KTheAlchemist.7158)
Yes. Sorry. I’ve been known to confuse the two.
@Xhyros: I was thinking Sigil of Strength didn’t share it’s ICD with on swap sigils. Sigil of Force and Sigil of Battle would therefore be preferred.
Cool. I’ll probably set up one weapon with sigil of battle, and the other with sigil of force with a backup weapon to swap to sigil of night for nighttime instances.
3 stacks of Might from Enhance Performance, 3 Might stacks from Runes of Altruism, Might while using the Flamethrower, Might from using Elixirs, 3 stacks of Might from using Shield #4 to blast in Flamethrower fire field, Permanent Fury between Drop Stimulant and Runes of Altruism. Use Elixir B to capitalize on the minor trait +1% damage per boon. Elixir U grants Quickness for 50% faster DPS on a 32 second CD with an increased duration. Used before using Elixir X, which is now a 84 second CD with a longer form duration, Elixir U makes your elite more elite…especially with all those Might stacks. You’ll have high native Attack, and the ability to maintain a 40% crit rate with perma-fury.
Note: all of your boons last 45% longer.
Sigil of Strength for your pistol and Sigil of Battle for your Shield will give even more might stacks.
Tough as nails, hits like a truck.
Well, I guess it couldn’t hurt to give it a try.
One question: Did you mean flame-forged trigger rather than hair trigger?
20/20/0/30/0
Utilities: Med Kit, Flamethrower, Elixir B, Elixir U, Elixir X
Traits: Incendiary Powder, Enhance Performance, Hair Trigger, Juggernaut, Potent Elixirs, Fast-Acting Elixirs, HGH
Gear: Full Cleric, Runes of Altruism
PvE should be a cake walk for you from now on.
That sounds like a lot of survivability, sure, but my problem has never the ability to make a build that can survive, but rather one that can deal out competitive damage at the same time. I might be missing something, but I just don’t see where the damage comes from that build.
My personal take is that engineers have been, and continue to be, solid if niche contenders in WvW and sPvP.
In PvE however, they’re a horrible mixed bag of broken mechanics that never quite seem to add up to something solid no matter which way I stack them.
As someone who’s a primarily PvE player with only the occasional dash of PvP for something different to do, this is a matter of concern for me.
A lot of it, I think, comes from a fear to buff/not nerf to handle the PvP balance side of the equation, but something about the Engineer design just means we’re hit extra hard by their decision to not separate PvP and PvE mechanics further.
I love my engineer, and I’ve been trying very hard to make it work better, but as someone who spends most of their time running Dungeons and Fractals I’m just about to the point of fed up. The most I’ve been able to do is find a good “speed run” build, but the moment I’m running something that’s not speedrun zerkable it all falls apart because I can’t seem to conjure up the DPS to pull my weight and the survivability to keep pulling said weight in a single build.
I play my mesmer, or my guardian, and this stops being a problem instantly. I have better damage and more survivability in one package. There may be something I’m doing wrong, but as long as I’ve been trying to make this work? I doubt it.
It’s really a shame that the female version chestpiece isn’t half as cool as the male one. In their rush to jam in corsetry and a fishnetted chest window, they seem to have removed all the cool glowy ironman-ey bits from the chest armor. The boots, while kinda cool, leave something to be desired next to the far more steampunk-ey male boots. I like the armor, overall it’s one of the best for an engineer, but they really went a bit overboard with the changes between genders.