1. #1
    Just_Shogun's Avatar Community Developer
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    Trials Live Editor Stream - Ninja Drive Line Feedback Thread

    Hello Riders,

    Last week we started a ninja track on the editor stream and I'd like some help from some real ninjas to tune the obstacles. As you may know I'm not exactly a ninja rider. I can do some level 1s, maybe level 2 if I've got my try hard pants on but that sloppy is riding with a lot of faults. I'm not the best person to test this drive line so that's why I need your help.

    We've shared a test version of the track which features drive line only (no decoration). Each checkpoint has been numbered to help with giving feedback unfortunately I didn't have time to create logic for skipping between checkpoints (I'll update the test version shared if I can since I know this will help a lot with testing).

    The track is called:

    RL Ninja DL Test


    Give the track a run and provide any thoughts you have in this thread.

    A few things to note:
    • The track is intended to be in the level 1-2 range, keep that in mind when judging difficulty
    • Be as specific as you can with your feedback
    • If you don't like an obstacle please make suggestions for how you think it might be improved


    We'll collect your feedback and incorporate your suggestions into the build on next Tuesday's Editor Stream.



    twitch.tv/redlynxofficial

    Thanks,
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  2. #2
    Just_Shogun's Avatar Community Developer
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    Trials Live Editor Stream - Ninja Drive Line Feedback Thread

    Hello Riders,

    Last week we started a ninja track on the editor stream and I'd like some help from some real ninjas to tune the obstacles. As you may know I'm not exactly a ninja rider. I can do some level 1s, maybe level 2 if I've got my try hard pants on but that sloppy is riding with a lot of faults. I'm not the best person to test this drive line so that's why I need your help.

    We've shared a test version of the track which features drive line only (no decoration). Each checkpoint has been numbered to help with giving feedback unfortunately I didn't have time to create logic for skipping between checkpoints (I'll update the test version shared if I can since I know this will help a lot with testing).

    The track is called:

    RL Ninja DL Test


    Give the track a run and provide any thoughts you have in this thread.

    A few things to note:
    • The track is intended to be in the level 1-2 range, keep that in mind when judging difficulty
    • Be as specific as you can with your feedback
    • If you don't like an obstacle please make suggestions for how you think it might be improved


    We'll collect your feedback and incorporate your suggestions into the build on next Tuesday's Editor Stream.



    twitch.tv/redlynxofficial

    Thanks,
    Share this post

  3. #3
    Hi Shogun.
    I'm certainly no ninja rider (although I have passed EotS (NJ) & 1 or 2 level 1 customs), but thought I'd give it a go anyway. This is how it went down.....
    I made it to cp8 with relatively little fuss (by my standards at least), with around 30ish faults & around 4 minutes. Unfortunately this was as far as I got. In fact I timed out here. (Almost certainly due to lack of skill on my part). I could get into the fender (with either a front or backflip) but just couldn't get up that short climb/wall to reach cp9 no matter what I tried. Kinda frustrating (I even had my try-hard pants on), although as I said, I realise this is almost certainly down to my shortcomings as a rider & not the obstacle itself. I guess I have another technique to learn.... Other than that, I found the DL to be pretty consistent in terms of difficulty, & a fun ride with a decent mix of obstacle types & techniques.
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  4. #4
    Hey Shogun, I've just run it now, 22:54.943 (287 Faults) there is no doubt it's a Ninja lol Like Jedi and yourself I can handle Level 1's and occasionally 2's so If I made it its not above that level.

    I've tried to make my 'report' as comprehensive as possible, but obviously these are just my thoughts and I'm no expert

    CP 1 seems to be the easiest of the lot but a nice intro to the ninja-style
    CP2 is a bit harder but still within level 1 range I'd say.
    CP3 as discussed on stream maybe thinner ramps would be better, although easier so maybe not
    CP4 2nd easiest obstacle but only because you can't see the landing first jump. What about making the top landing smaller? or angled?
    CP5 is nice, just right as far as I'm concerned
    CP6 Yup, wheel bounce... all good
    CP7 difficult jump but I'd say within the L1-2 bracket
    CP8 Loved it really difficult but such an enjoyable obstacle
    CP9 OK things just took a difficulty spike! got by it but with way more faults than any other so far. maybe make the section above the lip smaller? Doing the flip to fender should be enough for an L1 to then have to spider climb!
    CP10 Again tougher than an L1 but maybe not L3 yet
    CP11 semed really easy by this point lol maybe make the lip at the top a bit bigger, maybe not , it's been tough so far

    CP 12 seems a bit long, maybe make the jump to climb harder then put another cp before the next part.
    CP13 Really tough, don't know whether you should change it though
    CP14 No issues here either, nice obstacle and end to the track

    Possible side challenge to this build... Badger is learning to build tracks, you should learn how to Fap it's an important part of the ninja skills package and can only help with testing the track
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  5. #5
    KALzzone8's Avatar Member
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    Here's my thoughts:

    I think I'm not that great of a rider but can pass most lvl 1 tracks and some lvl 2:s.

    With couple of tries with the track, I made through CPs 1-7 quite nicely with ~40-50 faults. But never made past that. CP8 just felt really hard to me compared to beginning of the track but maybe it's just me. I think I know how to clear that kind of obstacle but couldnt made it in this case.
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  6. #6
    booped's Avatar Senior Member
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    most cp's were enjoyable but cp8 the fender to wall climb is definitely harder than all the others by some margin.
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  7. #7
    Core2TOM's Avatar Senior Member
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    hey shogun, long time no see (when im home from work the streams are already off... meh) i enjoy good lvl1´s and some 2´s sometimes, but im not a real ninja imo. anyway i gave it a try...twice

    • CP 0: the first ramp you have to go up backwards on the backwheel is good. not too long, not too short and the angle is fair. fun obstacle so far.
      i would use a longer platform below, so if you fall down you can try again without faulting at all. remove the ramp behind and the easy jump to the upper ramp and use an elevator or something to the next cp instead (if you want to use the dl in a real track)
    • CP 1: the obstacle feels more like a regular extreme one to me. its very easy to land on the lower ramp, i would increase the angle a bit. the small gap was no problem at all (i dont even had to bunnyhop) the ramp after the gap has a good angle, but is too long imo. the upper corner part should be a bit higher.
    • CP 2: i think the main problem with this obstacle is the camera. you just cant see whats below you. 1x flip should be enough, no need to do it twice. maybe i would use another ramp / object thats not thick like this one.
    • CP 3: again the camera problem, you cant see what you need to do. besides of that the obstacle feels more like extreme. instead of doing a bunnyhop backflip on that vertical ramp you could increase its angle so that you have to land on it and go up slowly.
    • CP 4: good obstacle, dont change anything.
    • CP 5: its possible to cheat after the second barrel and skip the third barrel completely. i would make the gaps a bit wider, it feels too "easy"
    • CP 6: wow this one was hard, the hardest obstacle in the whole track imo. i would lower the the corner a bit, just a bit and remove the mini gap on top before cp7. otherwise this could be the best obstacle in the whole track because its the hardest (?)
    • CP 7: i guess some people would hate this one, but i like it because its creative and still challenging. to make it more clear for the player that there is a button on the ramp (havent seen it the first 3 trys) i would copy the obstacle a few times in the background and some let animations activate the button, so that you can see what you have to do and what will happen. the physics joint needs some tunig, make it more stiff and let it rotate a bit faster. i would remove the jump off the physics ramp to the next one. instead (sorry i have to go in detail lol) tie an variable datasource (value: 2) to the contact response of the physics ramp, after you touched the button set this value to 0. by that you should be able to use a cp on the physics ramp after it rotated.
    • CP 8: this needs some changes imo. increase the gaps between all ramps, make the small stand before the almost vertical ramp shorter, decrease the angle of the almost vertical ramp a little bit.
    • CP 9: again the camera problem, you cant see whats down there. im not exactly sure how this obstacle is meant to be played. after you bunnyhopped against the vertical wall i see 3 methods. method1: bounce against the wall with no gas, fall down, backwheel bounce to the second ramp. method2: bounce against the wall with gas to fall down slower, land and stand still on the down pointing ramp, bunnyhop to the next one. method3: bounce against the wall with gas to fall down slower, frontwheel bounce to fendergrad the second ramp and flip over to stand on it. i cant tell whats the easiest way, to me all 3 ways were annoying somehow, sorry dude. increase the angle on the second ramp and set the corner to cp10 more higher.
    • CP 10: first gap is ok, increase the second gap, increase the angles of the ramps and make them longer. by now you land on this ramps so fast that your speed makes it too easy.
    • CP 11: the small drop at the start is useless and annoying if you restart it over and over again. the first gap is good. the little overhang on top should be a bit higher and you could increase its angle. its not very hard by now. before the barrel on top you got 2 ramps, remove the one with 45° or make it shorter and lower. the jump off the barrel to the next ramp is very hard. i dont wanna say "the gaps are too wide" but its a bit annoying that there is no cp 11,5 and you have to do the previous part again.
    • CP 12: after the fendergrab the mini 45° ramp is waaaay to easy, come on man this part isnt even hard, is it? make the ramp higher and decrease the angle.
    • CP 13: the lower part of the ramp is too helpful, besides of the obstacle is fine.

    thats my opinion about it, i hope its detailed enough and helpful somehow (my english is not the best) have fun!
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  8. #8
    xJackieBx_on_PC's Avatar Member
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    I really liked it, like everybody said, CP 8 was a lot tougher compared to every other obstacle, but I still enjoyed it though.

    A side note though....your little teleport shortcut to the end and then spam the rider with 490 faults crashed my game.

    a second side note....why is the word "teleport' considered misspelled?
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  9. #9
    Just_Shogun's Avatar Community Developer
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    Thanks everybody for the feedback. Big thanks to ElCamster for discussing each checkpoint and to Tom for going into so much detail. 1 hour to the stream, lets see how much we can improve this track today
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  10. #10
    Just_Shogun's Avatar Community Developer
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    Thanks everybody for the feedback. Big thanks to ElCamster for discussing each checkpoint and to Tom for going into so much detail. 1 hour to the stream, lets see how much we can improve this track today
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  11. #11
    Core2TOM's Avatar Senior Member
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    if i remember correctly badger said something about 2 buttons for cp8, so that you have to control the fendergrab. the idea wasnt bad, but its more likely you push the button behind you with the riders head instead of the frontwheel anyway i tried something...

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