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Junior Member
Thoughts on the new Fault One Zero DLC!
Hey guys,
So what's everyone's thoughts on the new DLC? Got to admit I think it's one of the best so far, I think the Retrospective level was pretty amazing! ;]
Also who's liking the new Pit Viper Bodykit! :]
Already looking forward to the After The Incident DLC! ;p
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Member
I quite liked the new DLC, wasn't overly keen on the retro level even though it was kinda cool.
Was there any announcers in this at all? I have them turned on but heard nothing?
One thing I wasn't keen on was the physics-box-thing that pushes you up to that upside down ramp, but I hate most physics objects anyway... the extreme was a bit too short as well.
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Senior Member
In my opinion this is the worst DLC yet. Horrible lines, too many custom cameras, glitches, tons of portals, recycled obstacles and other gimmicky stuff just made me not want to play at all.
Man I want Trials to go back to it's roots and stop with all this flashy stuff that makes it nice to look at and all, but the gameplay is really starting to take a back seat with all these set pieces.
But hey, that's just why I think. If you're enjoying it then I'm happy at least some people are.
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Member
I was a tad bit disappointed to see a Rabbit challenge on (I think) every track...
Haven't played each track extensively yet. I enjoyed the Arcade level. The physics boxes like Euphoric said were a bit finicky, but I'm not a speed runner so didn't bother me too much. Loved the sideways gravity challenge on that track though 
Also, I'm interested to see what this DLC's opposite will be. Seeing as each DLC has an opposite (rustic/clean) (water/fire), I'm wondering what this DLC's theme truly is. Technology, Fusion, Robotics? Hmm.....
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Member
Sometimes I feel you guys make tracks just for the people who play it once and then move on. You seem to concentrate on wow factor over drivelines in tracks like the retro level and there's been at least one of those in each DLC. The first hard track has a really annoying physics section and the extreme is probably the most forgettable extreme to date. All in all still a few tracks I look forward to playing more.
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Member
Vague feedback here
Megalopolis: almost as dull as roller coaster, only there's one ridiculous timesaver that's hard to get and saves an assload of time.
Docking Bay: very technical for a medium difficulty track, and I found the platinum time very hard to reach (relative to others). Not sure how I actually like the line.
Retrospective: The arcade-style trials is cool, but seriously not cool for a global ranking track
Glitch in the System: I think this is a solid track overall
Clone Facility: I thought the double lift on the track was cool. Other than that, I found this track annoying
Farcasters: To sum this track up, it has 4 or 5 portals that connect parts of the original tracks together (Jungle Gymkhana, Mind the Gap, and Inferno IV in particular), and a couple unique parts. So everyone who bought this DLC paid a small share to play a combination of 3 tracks we already have plus 2/5 of an original track.
Mech Unleashed: I found this track to not flow worth crap. The last jump you have to make is absolutely ******ed in my opinion.
Robot Wasteland: It makes me miss simple, smooth textures.
Overall, this DLC was very disappointing. I want to keep my rank on xb360 decent as well, but it sounds too much like a chore.
Edit: I will give credit for the skill game (field trip) though. I thought it was a very cool concept.
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Member
Had my first crack at these last night - If I had to try and put my thoughts together on it, I would say it was showing what is possible. Parts felt a bit more tech demo than hard core trials, but maybe that is because I spent a lot of time going "what just happened" as I tried to not smash into things. The Glitch in the machine was a track I really liked - from a trials backstory perspective I felt it was piecing lots of things together (which I know most people don't care about, but I liked it (except the inferno wheels.... they sucked
)
What probably I am most looking forward to is what pneumaticbog mentioned above - This is one side of the coin. The other side is After the incident. If this is the height of creation, is that the height of destruction??? I love the extent of options now available (and my heartrate definitely jumped when I saw we could now run all of track central through the multiplayer will custom settings - that is going to be nuts). Following on from the stuff coming out from Track central in RTC fusion we have everything Fusion would have loved to be at the start (I am sure some creators still want wood though...) - hopefully all the people who have dropped away will find their way back to all the stuff we have now.
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Senior Member
I really like the DLC. After playing each track multiple times I think they are all pretty well designed. I have no issues with the physics objects yet. They all seem to give consistent results. The only bad thing is the tire glitching on the first track.
And that huge timesaver on the first one is pretty silly that it saves like 9 seconds or something.
Oh and yeah Docking Bay should be a hard track.
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Senior Member
I am going to be honest, I thought this DLC was appalling on just about every level. I have only played it on X1 at this point. I found the lines in general to be tedious - especially that track that forced light skill games mid track (with very sloppy transitions mind you) on what's supposed to be pure trials. The decoration on some of the tracks was embarrassing in places (particularly the extreme) and the lighting (on the extreme in particular) made xbox one look like xbox 360 (no exageration). Easily the poorest DLC in my opinion and a dissapointing follow up to Fire in the Deep, which was arguably the strongest DLC yet.
Sure there were a lot of clever ideas and it was a good demonstration of what the editor is capable of, but this is not a tech demo, it's supposed to be well executed across the board and ultimately playable. Other than some very clever circuitry, there is nothing in this DLC, that raises it above your average track central release.
I feel sorry for the staff who have to work on stuff like this, it must be gut-wrenching to be forced to make stuff like this when you're capable of so much more.
Nothing constructive to add - I genuinely feel this way about this DLC and am not trolling.
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Senior Member
Hello, I am going to say what I thought about this DLC, which is about the same as every other DLC.
I'll start on a positive note. The tracks look amazing, for the most part, just like most of them. Also most of the tracks have a good driving line.
The downfall is that every single track, has MULTIPLE tire glitches, which, for us speedrunners, completely wreck the track. Yes redlynx you can say that you didn't get them. But you're probably not there trying to do the shortcuts, or trying to bounce or trying to slide. The tracks work fine for the most part when going slow. When you actually try and speedrun, it's hell. On the 3rd track, the video arcade one, the amount of effort that was put into the 'outside' part of the track is just... Well it's kind of pathetic to put it bluntly. You're meant to slide the first ramp, but your engine gets stuck a third of the time, and you get a tire glitch half of the time, the time you can actually slide the first ramp (which BTW you need to, to do the first time saver).
When saying there are 24 challenges, 8 of them, (1/3 of them) Are to just complete a track with the Rabbit, ALSO one of the achievements is to finish all of those challenges. My personal opinion is that it should have only been an achievement, not a 'fill out' because Redlynx couldn't be bothered or couldn't be creative enough to make different challenges, they might have been lazy, who knows., that's my opinion.
Also..... I have only played this DLC for around 3 hours today. My Xbox has frozen about 6 times. Surely, people would have tested the track, and within an hour of testing they would have had a frozen Xbox?
ALSO..... The achievements unlock but they aren't visible on the achievements list.
I sorta want this advice to help you Redlynx, because if you think about it. The speedrunning community is about 5,000 at the most. BUT, this game only gets bigger purely by word of mouth as there is no trailers for the DLC that I've seen, and no announcement until the day of release. And who talks about the game? The passionate people, THE SPEEDRUNNERS. I have spoken to so many people about this game, because it's a big part of my life, and I have suggested they don't buy it if they're looking for a game to get into, because even though the concept is good, the fact you get screwed over randomly due to not polished tracks is just depressing. So think of it this way, speedrunning community = 5,000. But the extra players/customers you have lost due to the speedrunning commuity not suggesting it, Lots and LOTS.