Yeah, but I like the physics. It's what makes the LBP world come alive.
The devs could give us a "how much is physics exaggerated"-button, where I can decide if I want the platforms super reactive (as it is in LBP) or less reactive...I just remember that all of the gameplay would not be a problem, if they would allow more respawns...maybe infinity respawn
No offense, but that seems to be your view in every game, and it's a very broad and...Budhist view I guess. If people stop wanting things how they want them, and accept everything as it is, they'll find peace and appreciate everything more. In a way that's true, but that means no criticisms of anything ever.I don't think the game needs to be tightened at all. It has it's own identity, and trying to forcibly make the game Mario is ridiculous, IMO. If people stop expecting Mario, then they'll learn the finer and more intricate properties in the LBP Platforming world.
People seem to be of the opinion that either you have LBP's physics, or you have a dry, direct control game like Mario. There is a middle ground. Plenty of 16 bit platformers had the player able to control their direction in mid air. The two issues I see are :Yeah, but I like the physics. It's what makes the LBP world come alive.
The devs could give us a "how much is physics exaggerated"-button, where I can decide if I want the platforms super reactive (as it is in LBP) or less reactive...I just remember that all of the gameplay would not be a problem, if they would allow more respawns...maybe infinity respawn
There's an infinite respawn point in LBP now, but that doesn't solve the issue. An infinite number of attmptes at an infinitely impossible set of platforming challenges just means a waste fo time. TBH 3 lives is probably all you need, because good level design for the masses should be solvable in a few attempts. It's only hardcore gamers who'll try over and over again; everyone else will quit and go do something else they find more fun instead.Well there's the crux of the matter really, it's not the floaty controls which can have benefits, or the movable platforms. It's that you have the same amount of lives for a difficult section as you do for an easy one. The answer is simple though, make lives and/or life multipliers collectable. The wheel of death wouldn't have been such a killer had I been able to double up my lives before hand, and on the creative end it makes a simple way to add a difficulty level to your created level by having the same level but no extra lives.
wouldn't that be the gravity slider? the more gravity the less the objects move.
oh, and we already have infinite respawns!
WRT to the controls, I think it's what identifies the game and singles it out from being YAP (Yet Another Platformer) - interestingly they say they have tweaked his controls so maybe it will make him a little easier to control.
Well there's the crux of the matter really, it's not the floaty controls which can have benefits, or the movable platforms. It's that you have the same amount of lives for a difficult section as you do for an easy one. The answer is simple though, make lives and/or life multipliers collectable. The wheel of death wouldn't have been such a killer had I been able to double up my lives before hand, and on the creative end it makes a simple way to add a difficulty level to your created level by having the same level but no extra lives.
No offense, but that seems to be your view in every game, and it's a very broad and...Budhist view I guess. If people stop wanting things how they want them, and accept everything as it is, they'll find peace and appreciate everything more. In a way that's true, but that means no criticisms of anything ever.
19 out of 20 people (my own made up figure) are not made happy by the jump mechanics in LBP. Yes, 19 out of 20 people could induce personality reprogamming and decide they will like it regardless, or instead, if MM want to actually make people happy with their games, they could tailor them to the tastes of their audience. I personally don't want to have to go through hours of training to accept the fact that when I jump, I might jump high and I might go nowhere. A game that asks that of me is asking too much.
People seem to be of the opinion that either you have LBP's physics, or you have a dry, direct control game like Mario. There is a middle ground. Plenty of 16 bit platformers had the player able to control their direction in mid air. The two issues I see are :
1) Jumps are inconsistent
2) Level design requires counter-motions in jumps, which is a fairly high level gaming skill
It is quite possible to have LBP with LBP's physics and mid-air correction, but with a more dependable jump height, and a range of levels so those who like a challenge have to counter inertia to land on a pinpoint moving platform, while those who are lacking deft platforming skills don't get punished for it.
I'll cite a classic example from LBP - in the Cowboy world, entering from the Dead Wedding world, there's a jump onto a swinging tower of rocks above a pit of spikes. I am an experienced platform gamer from the 80s and 90s, and this spot could kill time and time again playing multiplayer. You'd go to jump but just slide off because of the tower movement, but the movements are so subtle you can't predict what the outcome will be. It's good for a laugh, but in more demanding places it's just frustrating. And that the opinion of more LBP players than not going by what gets read online. Again, MM apologised for the Ring of Death level, so they have clearly heard the frustrations people have had. And everyone I have played with multiplayer has shown frustration with the game's controls, including myself.
It'd be a folly to ignore that when there's the chance to improve upon it with the next iteration. Next iterations are supposed to refine the recipe to make an even better, more appealing product.
As for achieving a middle ground, I find it's not often a wise choice to change anything that drastic in your next game. See Resistance 2 for example. You may find a new user base, but you'll likely lose your old user base (as well as all of the older content, etc).
Keeping this 100% physics based is the right answer.
Which is a fundamental part of the platformer! And side-to-side wobbles affect jumping. And most importantly downwards motion on a slope affect jumping, that walking to the edge of a curved platform, jumping loses you some height.The jumps aren't at all inconsistent unless you're jumping off of a platform that has the ability to move up and down...
It wouldn't be a drastic change like Uncharted to Uncharted 2. That was a game overhaul. What's being proposed here is the same height jump from a platform when you push the jump button.As for achieving a middle ground, I find it's not often a wise choice to change anything that drastic in your next game. See Resistance 2 for example. You may find a new user base, but you'll likely lose your old user base (as well as all of the older content, etc).
It would be physics based, only bending physics to produce a game easier for most folk to play. No different to being able to change direction in mid air. No different to offering driving aids in racers, allowing those who haven't got 733t driving skillz to still be able to enjot the game.Keeping this 100% physics based is the right answer.
The devs could give us a "how much is physics exaggerated"-button, where I can decide if I want the platforms super reactive (as it is in LBP) or less reactive...I just remember that all of the gameplay would not be a problem, if they would allow more respawns...maybe infinity respawn
My problem is less that the jumping is floaty, and more that I find them at times unresponsive. It's been a while since I played, so I can't provide exact details of levels etc. What I remember is that I seemed to be able to jump fairly high off of a flat surface. Once I had to jump off an incline, it seemed to be extremely difficult to predict how high I would jump, which meant I wouldn't know where to start my jump. I think my feeling of unresponsiveness was coming from the lack of elevation in the jump. If you don't jump high enough, you can't take advantage of the floating to correct yourself. Now if you make that incline move back and forth by several degrees, like you'd have on an unstable platform, and jumping could become a pain.
I'll see about making a demo level to showcase LBPs jumping as a point of reference.
Cool. I think I still have this game. If I knew how to find that level, I might actually do it.