Yeah let's just ignore the video proof of the server tick issues in my OP and blame skill issue insteadyou did it right because after you learn the course you have 100 mgf consistently, making the farming truly fast (1800 mgf / hour).
Unfortunately laziness and lies flow abundantly, thus it's better to explain alternatives before someone begins to look for excuses like "netcode" to hide his/her clumsiness.
Well, maybe I'm late for that.
What an L take, well done on the absolute worst take in a while.
So after playing it for a couple hours:
The netcode issue. We all know it. Snap shotting just feels so bad. Then you add on some of the awkward hit boxes and it's a bit upsetting at times. I assume server latency is also an assume. I live incredibly far from the U.S. servers despite still being in NA.
The losing screen is absolutely obnoxious. Yes, please rub some salt in the wound over what's already a rather janky game. What's more so frustrating is that for a lot of us, when we lose we just want to start a new game and do better as soon as possible. We can't do that here. We have to look at our failure and go through more obnoxious exit screens before we can do so.
Player visible sucks sometimes too. In some parts of maps players get crowded together way too closely. It's a struggle to see where exactly your player is in this cluster, especially when you're playing on one of the first two maps with the full amount of players. I've seen people spamming emotes on the run through which I only assume is an attempt to harm player visibility more.
All of this gets especially frustrating with how competitive the mode is and with the achievements. Also, it can make up to half of the final map completely redundant. Usually it's around the final third of the map for me where I realize that I can't win, but it's frustrating to say the least. The final round really feels rigged sometimes as well. Everyone's dodging properly and it winner comes down to whoever got lucky with the path they took.
Really there's some games where all the above gets so bad that even if it's round 1 or 2 and I still have plenty of room left to qualify I just put down the controller in defeat and do something else because that's how tilted I am.
Finished getting everything(I can get to round 3 consistently, just can't finish first) and I am just never going back. It does not make me happy.
Edit: Another minor grievance I left out was queue times. From what someone described is that the instances for the game mode can all be filled up, which is why earlier during the day when I just got home from school I was dealing with 10 minute queues, but in the middle of the night I was insta queueing in. Something to maybe fix, or maybe not, because the mode likely won't always be this active.
Last edited by NekoMataMata; 11-01-2023 at 05:44 PM.
The games themselves are pretty fun. Like eveyrone else is saying, the netcode combined with the hitboxes is pretty terrible.
Disqualifying at the end of an event is annoying. Having to watch all those cutscenes, then clicking multiple buttons to finally leave is extremely triggering. Why should anyone be forced to load into the next event if all they're being asked to do is spectate?
There should be a second and third place winner for the final round.
There really needs to be visible telegraphs for all of the obstacles that are not constantly in motion so you can actually try to parse exactly when it is/isn't safe to move.
The bumpers on the Typhon course have them, but they do not everywhere else which makes them rather aggravating to deal with; particularly the ones on the blue section of crystal delivery course.
Netcode besides, this event has some annoying parts.
1: The amount of loading/waiting screens is way too much. The queue to enter of course depends on how many tries to enter, was lucky getting some insta-pop this morning, and the pre-game obby isn't all that bad. But then you have the explanation screen, followed by the fly-over of the map before you can begin. And then if you get eliminated (and don't hit leave duty from the menu fast) you have to sit through another explanation and fly-over before you can leave, and then you have to watch another screen before you're finally out.
The solution to this would be to have two check-marks you could put in: Auto-leave on elimination, and skip end screen.
This would make it much smoother to deal with and get into a new game (and I don't care if this ruins the Fall Guys immersion).
2: Not having any way to practice the different stages, especially the crystal carry stage. You're already running against several other people, but then having to learn patterns at the same time is a bit too much imo. Putting in solo-practice stages would make it much easier to get the hang of it.
Yeah that would help a lot.There really needs to be visible telegraphs for all of the obstacles that are not constantly in motion so you can actually try to parse exactly when it is/isn't safe to move.
The bumpers on the Typhon course have them, but they do not everywhere else which makes them rather aggravating to deal with; particularly the ones on the blue section of crystal delivery course.
You can do the bumpers on the blue course easily if you slow down and assess the pattern it's taking, but people are already using cheat tools to show it before hand so those of us having to wait a few seconds and see how the bumpers alternate are losing out way too much. Especially since when both bumpers go in front of the opening you can't immediately jump in anymore.
Just about the only course that's particularly competently made feels like Gentlebean's Fever. The first stage course with the alternating bridges at the end... Everything else is just a RNGfest of whether AoEs hit you well after you leave their area, and the circular one with Typhon once you get to the narrow paths at the end of a loop it also feels like pure RNG to not fall through the ground.
Aside from falling through the ground with Typhon, it's like getting to experience Titan during ARR again, when Landslides could hit you from across the arena.
Last edited by CaptainLagbeard; 11-01-2023 at 06:59 PM.
Son, you use ACT.you did it right because after you learn the course you have 100 mgf consistently, making the farming truly fast (1800 mgf / hour).
Unfortunately laziness and lies flow abundantly, thus it's better to explain alternatives before someone begins to look for excuses like "netcode" to hide his/her clumsiness.
Well, maybe I'm late for that.
there are few things more frustrating than unforgiving gameplay (especially with dodgy netcode where for some unfathomable reason the client can't manage to accurately predict the repetitive and looping behavior of the traps) with long unskippable stuff before you can retry.
"You have been eliminated by dodgy netcode. You can leave at any time*"
*after 30 secs of unskippable cutscenes and loading screens
Last edited by Taliriah; 11-01-2023 at 07:21 PM.
See, this was something I was expecting to crop up eventually for this particular content due to the very nature of it; whether it be movement speed cheat tools, positioning cheat tools or whatever you're mentioning or what-have-you.Yeah that would help a lot.
You can do the bumpers on the blue course easily if you slow down and assess the pattern it's taking, but people are already using cheat tools to show it before hand so those of us having to wait a few seconds and see how the bumpers alternate are losing out way too much. Especially since when both bumpers go in front of the opening you can't immediately jump in anymore.
The best part is I fully expect them to not do anything about it or punish people for it, let alone even investigate because we've seen it continuously ignored in their various PvP modes for years.
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