[PS3] LittleBigPlanet 2

^probably the premier reason why the user created content disappointed me a great deal so far: I just can't find anything worthwhile most of the time. Tried out a 5-star level yesterday called something like Pacific Paradise. I mean no offense, but it was just boring as hell. (all after going trough a 30 minute update progress)
 
Even in Shifty's level he basically created scenarios where it was a problem (scenarios which essentially do not exist in nearly every great level created, including the standard levels).
No, but it was designed to prove that these random events do happen, which is why when players say, "it doesn't jump when I press the jump button," and the like, they're not lying or delusional. this reminds me of the Uncharted 2 aiming issues. People were reporting missing when they should hit, which the ND tester flatly denied existing. I wasn't able to find some of the situations that seemed to be broken, what I did show there was at least one case where the gun missed completely, showing that people claiming they were missing when they should be hitting isn't all hot air from bad gamers who don't know how to play computer games. I've played quite a lot of computer games in my time across all genres, including a lot of platformers, and so I trust my judgement to know when controls are dodgy and when it's my ability to play, and LBP's controls are dodgy. ;) My level highlights this for people who never felt that playing the game proper. A slight geometry quirk here (lots of user created levels have rogue vertices where they've carved geometry) or wobbly physics response here can throw out the jumping, and you can't really design around these. Like disappearing geometry, where I created and tested a zillion times geometry for a rock-fall, only for players to report the level broke when they played it and geometry was getting destroyed. This is very much an issue with all that flexibility, and there'll always be quirks. But the point about the physics is valid as that's something that can be addressed, I suppose in the same way they've created an indestructible material to avoid objects getting unwantedly destroyed. And it may have been addressed by a tweak to the underlying phsyics engine which won't surface as a feature.

please explain, I pimped my level to hell and sold my soul and have less than 200 plays for 50 hours love :(
You just keep republishing to keep it on the front page until enough people ahve played it that other players would see it and think, "oh, lots of people ahve played that level, I'll give it a go." Again, they go with the popular levels that other people are experiencing.
 
I tried that several times, they changed it so you have to have made a change - so I did that, but each re-puplish only ever gained around 10-15 plays tops, sometimes just a couple! - ho hum :(
 
LBP2 is compatible with LBP levels. Hopefully the new community services can help to promote levels better.
 
They did actually talk about the gameplay -- there's been a lot of talk about the game's gravity. The floatyiness of the jumps was in general the biggest problem people had with the controls.
 
No, but it was designed to prove that these random events do happen, which is why when players say, "it doesn't jump when I press the jump button," and the like, they're not lying or delusional. this reminds me of the Uncharted 2 aiming issues. People were reporting missing when they should hit, which the ND tester flatly denied existing. I wasn't able to find some of the situations that seemed to be broken, what I did show there was at least one case where the gun missed completely, showing that people claiming they were missing when they should be hitting isn't all hot air from bad gamers who don't know how to play computer games. I've played quite a lot of computer games in my time across all genres, including a lot of platformers, and so I trust my judgement to know when controls are dodgy and when it's my ability to play, and LBP's controls are dodgy. ;) My level highlights this for people who never felt that playing the game proper. A slight geometry quirk here (lots of user created levels have rogue vertices where they've carved geometry) or wobbly physics response here can throw out the jumping, and you can't really design around these. Like disappearing geometry, where I created and tested a zillion times geometry for a rock-fall, only for players to report the level broke when they played it and geometry was getting destroyed. This is very much an issue with all that flexibility, and there'll always be quirks. But the point about the physics is valid as that's something that can be addressed, I suppose in the same way they've created an indestructible material to avoid objects getting unwantedly destroyed. And it may have been addressed by a tweak to the underlying phsyics engine which won't surface as a feature.

You just keep republishing to keep it on the front page until enough people ahve played it that other players would see it and think, "oh, lots of people ahve played that level, I'll give it a go." Again, they go with the popular levels that other people are experiencing.

And how much of what you did in that level is seen in the levels that Media Molecule created? Because I've played through it quite a bit (twice to 100%) and I can honestly say that there are VERY few instances where the game presents those kind of problems. You highlighted flaws within the game that don't appear in the average user levels. The biggest problems for platforming in the games comes from moving platforms, be the on pistons or springs.
 
Tha_Con did you play LBP campaign in coop or alone?
The troubles I mention only occur when you a playing in coop:

the first who does the parcour gets, let's say a fresh situation with all platforms at rest and oriented right!
The second player either can wait until all platforms are at rest again (which often is not possible because then both players are not on the same screen anymore...) or he can try the risky game and jump right after the first one...this makes the standard platforming being rather easy, sometimes extremely difficult depending on the crazy physics of the platform you are actually trying to pass and how much the first player impacted on the platform!

I don't mind the floaty jumping, you can easily adjust, I don't mind the crazy physics when I am the first player....but I sometimes have the feeling that this game was only play tested by single players and not by multiplayers...
 
And how much of what you did in that level is seen in the levels that Media Molecule created?
The bug effects, every once in a while. the troubles oqwith platforms, frequently. Jumping across the hills in my test level is a doddle when you know the timing, but be off by a little and it becomes a nightmare. I'm not only in saying I've jumped from platforms only to not jump etc. You're saying everyone who's posted in the LBP thread about troubles with the jumping is...well, delusional I guess if we're seeing problems that don't exist. That's quite a lot of emperical evidence to brush aside! It seems to me that either you played the game without ever dying in whihc case you are a gaming god, or where you did die, you attributed it to your own actions and didn't see anything wrong in the game, whereas other people dying from the same situations perceive a fault in the game mechanics. And as my test level shows the game can produce false results (abused in some user levels I think with Super Jump and the like), the weight of evidence lies with the platforming engine being a culprit.
 
But will anyone want to play LBP levels that miss all the LBP2 level goodness? They'll feel primitive by comparison.
 
But will anyone want to play LBP levels that miss all the LBP2 level goodness? They'll feel primitive by comparison.

And if they did not include it, people would say that Sony/MM suck because they just killed 2M lvls that they COULD have played :)
 
Yeah, but like I said, it's a starting point. The creators can take their old levels and upgrade them with LBP2 content.
I don't dispute that. I was saying the improved community features won't necessarily help the best of the old content get found. When you get LBP2, will you be enthusaistic looking through the 2 million old levels to find something worth playing, or will your time be taken up playing through the thousands of new LBP2 levels being made faster than you can play them?
 
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