I know what you mean, although people probably wouldn't get far in the ninja tracks anyway if they can't do reasonably well in Extremes. Fwiw, with Golds being much easier here than Fusion, you can still get up to about 35 faults in Inferno and come away with Gold. I haven't tried the first ninja track to confirm, but I think you have to beat each ninja to unlock the next, so I'm sure I'll never play most of them.Originally Posted by Ollusc Go to original post
@UbiCosmos: You're welcome. I hope my feedback is useful because as I said, I'm a real Trials fan and it's worrying that the changes to this version might put other people off from enjoying the tracks, which is ultimately what this game is about.
@Scruffy & Vort1gon: Thank you taking the time to help out and make me feel welcome. I think my apparent negativity has set the wrong impression among other players. I love Trials and want it to continue to be successful. If RedLynx don't get honest feedback from fans with more than a casual acquaintance with the game and having the right motives, then they're not going to be able to do anything about it.
@Scruffy: That's interesting to hear about them changing Marathon. However, I tried that so many times. It takes about an hour to get through all the tracks and I flipped out on the last track on two occasions, even though I could run each one flawlessly. I'm just not good with pressure. Never have been, never will. Ironically, if I could ever zero fault an Extreme I'd guarantee on failing just at the last checkpoint, earning that achievement. Or knowing my luck I'd fail just before the last checkpoint and miss out on both!
That Inferno V run was off-the-charts. Those players possess superpowers. It's the only explanation.
I'll certainly get into grinding them now and improving my medals, but I'm not hugely optimistic. The University of Trials courses (except that wretched last Time Trial one!!!!) have really helped me refine some of the more advanced techniques. I had no problems most of them - getting A+ on my first try, but the last few presented some real challenge. That rear wheel bounce was by far the most challenging for me. Getting from A to A+ took me about 5-6 attempts, each time getting to 500 faults and having to restart the track.
@Scruffy
Yeah, I've beat the track, down to just over 11 mins from 24,, slowly but surely.. :-)
Those wheels by the toilet can be a royal pain and I certainly wouldn't be able to do it on the Mantis; I'd end up flipping backward and I also struggle with the brake as the bikes reverse very quickly now.
Off the toilet with the Helium, Start in the centre with the rider in the neutral position, then roll back so your back wheel goes on to the left edge so your front wheel starts to lift. As it starts to lift do a big bunny (back, forward, back), Lifting the front wheel at bit at the start helps to increase the height and angle of the bunny hop and get the front wheel high enough to clear the tire with, leaning back bringing the back wheel helping the angle so you land sitting back on the backweel. As you land lean forward quickly (like a small bunny hop) so the front wheel is then over the top of the tire, then lean back slightly to gain grip.
It's the same procees to get up onto the next tire, except roll back to almost slipping point again your front wheel will start to lift then go for it The next checkpoint does my head if I fault, the amount of times I've jumped off there by mistake is nuts.
Thanks for the advice with checkpoint 3 :-)
@Euler
A lot of people have issues with the game at the moment (myself included) but your being honest and constructive so no worries at all. And, if I can help I will.. the amount of Xbox clips I've done for friends who are new to the game is nuts..
Personally, I would like to see a proper practice mode where the emphasis/pressure of racing is taken away and purely focus on being able to learn the tracks.
The issue I find with Trials is it's 2 different games blended into 1; what it's about for the first half of the game is not what it's about for the latter part. In context, when you start out your bombing along (empowering) the game feels like a proper racing game and of course the mindset of go fast.. race..race begins to stick.With track difficulty being spread out across more tracks to better balance the learning curve the mindest of 'must go faster' becomes embedded with the grinding only helping to re-enforce it.
Of course, when you get up to the harder tracks that mindset has to be changed due to the increased need for specific navigation. It then becomes a borderline stunt game after watching some of the good riders.. I'd almost expect to see a combo meter as they flip an wheelie up physically inhuman obstacles. Therefore, the psuedo realism and racing ethos in the 1st half of the game is in direct conflict with the later half, imo. Add in the contracts which ask you to perform increasingly impossible feats with timers and the clock still ticking and opponents etc.. It simply retains that thought of racing in the players mind even when they aren't trying to race.
I don't particularly mind the Stadium finals but I'm not a fan either, I hate having the opponets whirling about in the background (especially on harder tracks) when I'm trying to concrntrate. The amount of times I've messed up because an oppontents wheel has breifly appeared on screen diverting my attention for a split second is unbelievable; it can make the game feel unfair and why I don't do multiplayer.. Plus, I don't mind do 3 races in heats.. buit having to repeat the 1st to for an unfair or silly mistake gets really tedious.
With the extreme tracks, try not to think about racing and take it one obstacle at a time and learn them. Once you learn how to do a few obstacles, you can then start chaining them together and it will start to become natural/instinct to you. Despite the game doing nothing to help put that 'must go quicker' mindset to one side, you really do need to with the Extreme tracks. As Scruffy said earlier) because it's also easy to become over confident and mess up on obstacles you'd normally breeze through. It becomes really frustrating when an obstacle you'd normally do in 2-3 attempts is taking 10-15.
@Vort1gon, it sounds like you're on track for Gold on Inferno before too long. Keep at it. Regarding the Stadium events, I like them. I don't mind the 3 heat start over either, it's still only about 1:30 to 2:00 total for all 3 races combined which is the equivalent of playing one long track. If they fix the NPC selection it'll be fun to replay.
To whomever, my current bane is the final track I need to Gold, the Grand Finale. I just had another go and am playing like crap at the moment. There are no really hard sections, yet I still keep screwing up. Is there a trick to CP 13 to pass it consistently? That's the part with the 2 suspended blocks where landing on one is supposed to give you a big boost to the next, but it's very hit and miss for me.
https://www.youtube.com/watch?v=A-mM87CLO-w
@Euler, to add to Vort1gon's advice on the Extremes, I'd suggest don't only focus on the early obstacles. Even if you burn a few dozen faults early, keep the run going to learn the later parts.
I just did a run and I'm down to 8:20 :-)
That advice on leaning forward for the big jump came in really handy, cheers. I messed up on the moving beam and the barrel jump at checkpoint 12, the before the last climb.
I know they're not that long bud, I just find tedious when I have already beaten them, personally.
I was really disappointed with the Grand Finale track. I hate the 2 bits with the boost ala Wingaman. I hated that from the Wormholing Challenge in Fusion, they couldn't have picked a better one for me....
@Euler
I agree with Scruffy, run the entire track.. just take your time with it. Get it right, then the speed will come naturally. If need any more help give me a shout.
@Euler
For that big jump from Checkpoint 3-4 on Inferno 5, I've found it can also be done quite consistently by landing on 2 wheels and hoping to then get onto the pipe.; similar to that early one in Fusion's Frostbite.
I haven't got it perfect just yet, but I can do it in no more than 3 faults when landing on the hop point on 2 wheels. I've also found it's much easier to control the bike when then landing onto the pipe; I kept bouncing off it using the backwheel hop method.
If your on Xbox, my G-tag is Vort1gon (same as my forum user name) give me a shout and I can send you clip of me doing it, save a massive written explanation.
@Vort1gon, re Inferno CP 3 the first times I got past that were done the way you describe, but the platform is so narrow I couldn't consistently land on two wheels there. If you've got that done, then whatever is working for you is good. The key with the one wheel bounce I think is the rider has to be neutral position, otherwise the suspension doesn't get enough weight on it to generate a decent bounce. That's why I said if leaning forward from the CP start to make a far enough first jump, tap left in mid-air to return to neutral (while still ensuring you hit the small ramp at about 70-75 degrees from horizontal). Keep us updated on your Gold progress.
I finally got a comfortable Gold on the Grand Finale btw. Now I'm missing 6 Achievements:
A+ in two University events, missing the 10th and 12th
Gold in all Skill Games, some are very tough especially the wheelie one
Two zero fault Extreme Achievements
Stonehenge tandem
Beat a ninja track
I'm optimistic I can do one ninja and possibly maybe Stonehenge. I've never 100% a Trials game yet, and this is highly unlikely to be an exception.