Honestly, I just enjoy jumping challenges and how it rewards you with actual views, not the vista. I don't think they need to lock vistas behind it if it'll upset completionists. I just want them to add more and harder jumping puzzles to let us get to amazing locales - vista or no.
I enjoy platforming games. Games that were, in their entirety, design to deliver a quality platforming experience.
MMOs in general, do not do handle platforming well. MMO developers' skills are usually tuned moreso for MMO development. The in-game physics are moreso tuned for MMO gameplay. The camera, the collision system, controls, etc... All tuned for MMO-style gameplay.
SE, you're hammering screws here. Your game engine and your devs do a very good job w/ instanced content like dungeons. If this is one of the products of the new 1 dungeon vs 2 dungeon releases schedules, please reconsider. Do what you do well and what your engine was designed to do.
Have you done the one in Rhalgr's Reach? (10.5,9.7 is the pos)
It's not especially hard, DEFINITELY a whole lot easier than Kugane, but also a lot more ridiculous.
Literally all the steps you need to jump onto to get to the top are invisible collision boxes - note, this also happens in Kugane, but there's at least SOME solid platforms for you to land on on that one.
Don't get me wrong, I do love these things and I do them for fun from time to time (idk, I actually do think they're fun somehow), but I have to say that's hilariously... not well constructed, I guess? It's not as much platforming as it it guesswork as to where the next existing invisible box might be, and hoping you don't collide with more invisible things along the way.
While I do agree that nobody has to do everything, putting that blue vista ball at a place that's perfectly visible from the Aetheryte and in front of the crafting and gathering npcs really feels provokative. You can't see the vista on the tower if you're not on there. Sure you know it's there, but it's too far up to get there anyway so one can just easily ignore it. But the new vista is right there above you, and that's what's really bothering me about it. It keeps reminding you that you don't have it.
dank meme
That this is a thing at all demonstrates why these devs shouldn't be doing platforming puzzles. Any other platforming game would get burned at the stake and their devs listed on a wall of shame if this happened.Literally all the steps you need to jump onto to get to the top are invisible collision boxes - note, this also happens in Kugane, but there's at least SOME solid platforms for you to land on on that one.
Last edited by Jas710; 10-22-2017 at 09:25 PM.
I'm pretty firmly in the opposite camp. I've always loved jumping puzzles (favorite part of Guild Wars 2) and platforming games and as soon as I saw the tower I threw myself at it for a couple hours until I could finish it. I'll still run it as a time trial, and once you know how to make the jumps it's not very difficult to make it without any mistakes. It took me about two tries to make the lamp post as well.
I can see where people would dislike the visual disconnect of aiming for the edge of the mesh on the pegs instead of directly on the pegs for some jumps, but it's not like that changes anything -- it's still about learning where to jump and repeating it until it's muscle memory. If it was thin air the entire way up you'd still figure out distances and patterns and markers to distinguish where to go and how far to be.
In helping my friends attempt it the most common thing I've noticed is people don't adapt to the way the game controls and will instead approach the same jump over and over making the same mistake over and over. People won't give themselves enough room to get to a full running speed for some jumps, or will hit a full run when they should be jumping the moment they gain momentum and they'll overshoot. People will keep jumping at that plank instead of jumping for the edge of the plank.
If you're still learning it it's not worth attempting at night either, since it's basically hard mode at that point. If you keep falling, take breaks and come back. Sometimes your fingers aren't warmed up, sometimes your reflexes are a bit slower, sometimes your spatial awareness is a bit worse, so don't try to brute force things when you can feel you're off your game.
I like it and I'd like more of it (and disagree that the game is unsuited to it), but maybe don't put a vista at the top of one as long as the Kugane Tower in the future. That does feel unfair to people who don't want to deal with it.
Edit: none of this is to say they can't do a better job with future ones or shouldn't try to. Just that the things you bump into or that knock you off don't move, so once you learn where they are it's not hard to avoid them.
Last edited by Tsunenori; 10-22-2017 at 09:28 PM.
"Dude, invisible walls and ledges, lmao!"
No. Just no. That tower can go *kupo* itself and needs to be burned down. 7 calamities weren't enough.
And don't come me with stupid excuses like "but oh, this is optional stuff. Don't do it if you don't like it.", this puzzle is simply horribly designed and the devs need to be called out on it. Or would you be fine if you need to glitch your way trough Savage raids? Because that one is just as 'optional' content.
D: Aw, at least one or two - even if they don't have a sightseeing log entry attached (though having it was a nice bonus/reward for me). Shirogane was plenty fun as well, even without a log entry to go with it.
Gpose is infinitely better than theyr efforts at creating nice paintings with the log anyway...
Although, the newest entries are actually quite nice to look at without all the sepia nonsense they pulled with the 4.0 ones. I hope I can purchase them sometime in the next patches
Just adding my own advice - climbing Kugane at peak activity hours is a pain. You can barely see the steps as is, without the addition of six or so other avatars standing on you.
Uh, what. Sure, figuring out where to jump and land are eventually doable, and it makes for an interesting challenge, but let me lay this out plainly:
When you see a ledge or platform that you need to jump or land on, there is no if and or buts about it; what is visually represented as that ledge is all that is expected to exist for the player. If you want to extend the collision invisibly, sure go for it but you then should also match it VISUALLY.
Tldr; What you see is what you should get, without relying on invisible collisions. They need to get off their collective asses and make the necessary visual adjustments.
Last edited by Jas710; 10-22-2017 at 10:08 PM.
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