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World Fallen Factory Issues

Discussion in 'Feedback' started by sorae, Jul 7, 2017.

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  1. sorae

    sorae drifting VIP

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    to start
    god damn this is probably the most infuriating dungeon i've ever done
    lemme rant about the issues i have about this dungeon for a second
    for reference, i've ran this dungeon about 15 times, maybe a bit less so I know what I'm talking about
    or maybe not because i'm mad that the dungeon broke and i had to switch servers, leading to the problem shown in exhibit D

    Exhibit A: Pacing
    ok
    so when i say this dungeon just drags out everything for so long
    i mean almost every section feels
    so
    fucking
    long
    to
    do

    my first example is the conveyor belt section
    it's a pretty neato gimmick and pretty creative too
    however, i feel like the people putting the idea into execution didn't account for the pacing of the dungeon as a whole

    what i mean by that is like
    first room: massacre a whole horde of mobs, feel like a badass
    second room (the conveyor): wait
    and wait
    and wait
    and wait
    oh shit i'm at the end
    now i gotta wait some more for the fucking computer to open the door for me so i can progress

    i'd suggest for the conveyor to have more mobs spawn on it, as well as making the obstacles an actual problem since you can just stand to the left and dodge everything
    this way the conveyor section feels more exciting and not just waiting
    heck i could probably play a whole match of clash royale while waiting for the whole section to finish

    another major pacing issue is with the """"boss"""" room (that one room where you have to get both passes to progress) since it feels more of a grind than anything, but the bigger problems there are addressed in later sections of this rant

    also for THE LOVE OF GOD PLEASE MAKE THE FIRST PILLAR BUILD FASTER TO BE MORE CONSISTENT WITH THE REST OF THE DUNGEON REEEEEEEEEEEEEEEEEE

    Exhibit B: Intuitiveness
    let's face it
    this dungeon sucks at teaching players what they have to do

    there's a bunch of sections in the dungeon that have "surprise" hoppers after slaying sections
    these ask for a few cores obtained through a miniboss in the room
    to a player running Fallen Factory for the first time without knowing anything in advance, they might pick up a core or two and see that they're not needed for the slay section

    then they get to the top of the pillar that builds
    aaaand they need the core
    and they probably lost it somewhere
    and once they find it the pillar's despawned

    the worst contender of this is the """boss room""" (explained above)
    they see a giant room
    they go to the middle
    "oh let's get 16 scrap"

    then they get 16 scrap and get to the top
    "oh shit i need 6 cores"
    they probably have like 5 or something
    the pillar despawns
    "oh shit i need 6 cores and 16 scrap"

    they get the scrap and cores
    and see they need the A pass
    now they have to get everything including the A pass

    "finally, i've gotten every fucking thing"
    "i'm surprised i haven't di- THE FUCK THERE'S A B PASS"

    my point is that the multi-stage/complex objectives in certain rooms are not well explained at all
    a way to fix this is probably by hinting through dialogue what the player needs for that section
    if the surprises are meant to trick the player, it's still bad game design

    not only that, but the clock tower UGHHHHHHHHHHHHHH
    it's a maze of players not knowing where the hell to go at all
    when you first enter, you're supposed to go across to a small area to activate the clockwork mechanisms
    new entrants won't know this though, there's no signs or anything saying where to active the mechanisms
    there's also really no indication which way the player should be going, although this mostly applies to the second floor in the clock tower

    also please fix the elevators
    i hate bugging through the floor then having to do the whole section again

    Exhibit C: Grinding
    this mostly applies to the """boss room"""
    in fact that room is probably one of the worst designed rooms in the whole dungeon
    this also ties in a bit with pacing

    having players grind multiple types of items in a set room is just annoying
    for once, spawnrates might be higher for mobs dropping a rarer item (in this case, cores) for some reason
    also, having players grind a lot of items with spawnrates that don't match (like in the room where you see the siege engine for the first time) ruins the pacing of the dungeon
    it just drags everything on for so long and ruins any fun that people could have

    Exhibit D: "The Boss Room"
    most of the problems with this room have been explained above
    but there's one problem with this room as well
    the room considered the boss room doesn't immediately have the boss in it???????

    it's
    1) kinda misleading, as there's no boss in the immediate room when the text with the boss' name shows up
    2) annoying when you have to go WHILE in that room, as you'll get teleported out, but you haven't even fought the boss yet

    unless the first phase of the boss itself is destroying the auxiliary cores on the side first, which I wouldn't even consider phases of the boss fight as the timing between them and fighting the boss itself is pretty long



    that's all the rant i have for tonight
    sleep tight kids
    and remember, gigabyte and compiler are the only redeeming factors of doing this dungeon multiple times



    also make dungeons in gavel kthxbye
     
  2. Cosmokey1

    Cosmokey1 Cosmokey VIP+

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    PREACH PREACH
     
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  3. Triverr

    Triverr Cool Cat Adventurer HERO

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    You could make an argument for Heat Sink too

    I agree with basically everything else though
     
    coolname2034 likes this.
  4. Pretzule

    Pretzule eats pretzels HERO

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    When I first did the dungeon and got to the boss room I didn't know about the left and the right side mini-bosses that you had to kill to get to the main boss.

    I kept trying to go straight and had no idea why I couldn't go and was basically stuck going down to the base floor then up to the center path, quite a few times, until I decided to look up a tutorial.
     
    Gogeta, coolname2034 and Pokextreme like this.
  5. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    Didn't seem to have an issue with this when you were initially testing on GM.
     
    Xykeal and (Meric) like this.
  6. Pretzule

    Pretzule eats pretzels HERO

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    I never fully tested it, I only walked through the area a bit and did the parkour.
     
  7. SilverMirror

    SilverMirror Retired IM HERO

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    When the GMs cannot decide whether they want a more grindy dungeon or a more puzzle parkour driven dungeon, they mixed them together and the hour long fallen factory lag fest was born

    Guess what you also need to do it 10 times for gigabyte
     
    coolname2034 likes this.
  8. coolname2034

    coolname2034 Formerly known as NPCGrian HERO

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    i AAMAd Still HAvE sSOOMEEA SANEssa ImmmaN OT CccÇrazyzY
     
  9. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music GM

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    05 - p7W4TNf.jpg
     
  10. BethJerry

    BethJerry BFG 9000

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    On top of making the dungeon less confusing, I think that decreasing the cost for the dungeon rewards would be nice, since it's a pain in the ass to do such a long dungeon 5+ times to be able to buy anything from the dungeon merchant.
     
    CookedPelvis likes this.
  11. sdkgjnio

    sdkgjnio hod-SOH-nee-uhs

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    Uhhh... I... agree...
    Wynncraft-1 (dragged) 1.jpg
    very much... agree....
     
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  12. BethJerry

    BethJerry BFG 9000

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    First of all, holy crap that's a lot of Fallen Factory completions, good job xD
    Second of all, just because you beat it that many times doesn't mean it wasn't/isn't a pain.
     
    coolname2034 and sdkgjnio like this.
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