Original Post — Direct link
over 6 years ago - /u/ANET_Faerla - Direct link

Originally posted by MithranArkanere

I will welcome more time, but I still think they need to fix them, not just add more time.

  • Fallen Masks produces paths that are too different from each other.
    • Some are really fast, while others take way longer. If it's not possible to calculate paths that are always equal (e.g.: Having a calculated average time between every possible mask combination, then using those times to make sure the total path has the same distance), then it'd be better to have just 1 fixed path.
  • Shooting Gallery has invisible objects.
    • Even with settings set to max, some environment objects go invisible for some people if they are not close enough. So players trying shoot at targets are actually wasting time shooting at an invisible vase, leaf, branch of rock. If it's not possible to guarantee everyone will see these objects at all times, then remove the objects or their collisions, or make the targets actually targetable so people can see the "Obstructed" message.
  • Floor is lava is unresponsive and can be trolled badly.
    • There's a mushroom spawning at the entrance that people can lure to put players in combat and slow them dow. The entrance should be some rocks so no enemies can go inside.
    • If someone gets defeated on top of a seed spot, players will start reviving them instead using the seed. An easy solution to this is teleporting anyone defeated within the room to the entrance.
    • The seeds do not always trigger when used. I'd be better if they triggered when walking over them, and changed to use whatever method is used to trigger bouncing mushrooms, since it's way more reliable.
  • Enemies in Haywire Punch-o-Matic and Scrap Rifle Field Test do not have the same behavior for everyone.
    • I do not know how this can be possible, but the enemy AI doesn't do the same for everyone in these. For some people the chak chase players without ever breaking aggro, for others they give up right away, turn around and run away even when they still have ticking conditions on them. The AI needs to be changed to chase everyone.

I will investigate some of these issues, but I can't make any guarantees on a timeline.

Thanks for the feedback :D