1. #21
    Originally Posted by morrillo Go to original post
    My opinion: I find it a shame that the top end of difficulty isn't significantly harder than Evo. I understand about inclusivity, but would it matter so much if there were 3 or 4 'ninja' difficulty tracks at the very end of the game? I would find that it would have made the game more complete, personally.
    No. If you Ninja lot want the real tough stuff then use the editor to create it. Adding some ninjas into the game as seperate tracks would only tempt RL to create an achievement or trophy 98% of people would never get for completion of them.

    It would be pretty good if they could maybe offer Ninja versions of the extreme tracks in game via Track Central. Like Inferno 4 but with some proper hard bastard obstacles thrown in for good measure.

    The ninja community is a very small amount of folk who enjoy them and I think they do extremely well to manage the tracks that come out themselves. I avoid them like the plague.
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  2. #22
    TeriXeri's Avatar Senior Member
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    Ninja versions of in-game extremes is a good idea, like a RL creations feed, not tied to the single player leaderboards.
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  3. #23
    xzamplez's Avatar Senior Member
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    Originally Posted by TeriXeri Go to original post
    New extremes look great and challenging for the majority of the playerbase.

    Gotta remember a few points here:
    - tracks look easier on a video played by someone else
    - they cannot make it insane difficulty else it'd be ninja difficulty which isn't something I'd like to see in in-game tracks, and I think the goal is to at least make the tracks finishable by the majority of players, including new ones
    - 0 faulting will still be much harder, and then putting a really good time alongside will only be up for the best players
    - we haven't seen the challenges yet, or even the full tracks for that matter
    - the editor will have plenty of opportunity to make harder extremes/ninjas from the community
    - 6 DLC may contain new extremes somewhere in there
    - Experienced players can accurately judge the difficulty of a track based on a video.
    - That's you subjective opinion, of which I disagree. The majority of players can't finish the Crash County extremes.
    - The same rule applies no matter how difficult the track is.
    - Challenges are a completely separate topic. We're judging the tracks based on the video. A well designed track has a balanced difficulty level for all obstacles.
    - The point was that a ninja track in the game was highly requested. There was even a petition for it, of which 100 people signed.
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  4. #24
    DJ_2wItchY's Avatar Trials Developer
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    Originally Posted by xzamplez Go to original post
    - Experienced players can accurately judge the difficulty of a track based on a video.
    how difficult the track is.
    I think that is quite a bold statement to make. You all need to remember, you haven't played these tracks yet. I wouldn't be so strong opinionated until you have physically giving these tracks a go :P
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  5. #25
    Originally Posted by xzamplez Go to original post
    The majority of players can't finish the Crash County extremes
    Probably. But the harder you make a track, the less people are able to finish it, obviously. I startet with Trials Evo Gold into the series and put about 100h into it. And still have 3 platin medals left, like Inferno 3 with 6 faults. I am still getting better at the game and i can finish easy Ninja tracks, because i know the tricks now. But i dont think its a big problem that there are no Ninja maps, there is the Editor and ninja riders can do their own tracks. I dont see the need for a ninja track that 90% of players wont finish, at least in my opinion.
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  6. #26
    i don't want ninja's as official sp tracks because they are played differently as regular tracks, ninja's are all about being hard, passing them and maybe 0 faulting them depending on your skill
    while regular tracks are more about speedrunning, timesavers and getting the fastest time

    you might even say some extremes are to hard because how many people are even trying to improve the time on those even score wise its better to play easier tracks than it is to play extremes after you 0 faulted them, but atleast they still have timesavers

    i would like to see rl make more ninja's on tc though
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  7. #27
    xzamplez's Avatar Senior Member
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    DP
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  8. #28
    morrillo's Avatar Senior Member
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    Originally Posted by sparkierjonesz Go to original post
    i don't want ninja's as official sp tracks because they are played differently as regular tracks, ninja's are all about being hard, passing them and maybe 0 faulting them depending on your skill
    while regular tracks are more about speedrunning, timesavers and getting the fastest time
    The difficulty of tracks is not a digital quantity: there is no definitive line between difficulties.
    For some even finishing an extreme is out of their ability range, and certainly 0-faulting them. For others, 0-faulting low level 'ninjas' is an everyday occurrence. Wherever you draw the line of difficulty you will alienate some people, why even have extremes in the game if a massive proportion of players cannot finish them?

    The top level of difficulty of massively successful games like Super Meat Boy is way beyond many/most players, but they didn't simplify the game because of this - the early part of that superb game is available to all, with the latter parts giving players something to aspire to.
    Ubisoft's own Rayman Legends spikes in difficulty with the 'invaded' levels, which are rock to complete perfectly, doesn't stop the rest of the game from being outstanding and available to most.

    Having 1 or 2 rock hard tracks to end Fusion would have made the game more complete (in my opinion), without the need for gimmick obstacles but requiring top level skill (a tough track designed in the style of WILLYUMZ 'ninjas' like IGNANT for example). A nod to the hundred plus people requesting it on the Evo forums, without destroying 95% of the game to other players.

    For me, the definition of 'speedrunning' is very simple: trying to complete the track/level as quickly as possible. The types of skills/techniques/difficulty/bikes involved are irrelevant in my opinion, a speedrun is simply a speedy run...
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  9. #29
    xzamplez's Avatar Senior Member
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    @Twitch: We haven't seen the entirety of all of them (but Light City Run and Inferno 4 we have), but we can use what we've seen to determine the general difficulty that will be provided. I already said that they are more consistently extreme than Crash County's extremes (which is a compliment), but the overall difficulty is a little underwhelming.

    @Morgan: Why alienate the players who can't do extremes? Why not have hard be the hardest difficulty in the game? Because it happens to be the difficulty that gives you a satisfying challenge?

    Everybody should get that same feeling of satisfaction from the single player tracks; even the experienced riders.

    @Sparkier: Not true. Extremes were once more a matter of passing them, then zero faulting them, too; but once you are skilled enough, they become about speedrunning.
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  10. #30
    RetiredRonin's Avatar Senior Community Manager
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    I think it's very hard to judge a track by video, experienced or not.

    Shogun broke his shoulder and has to hold a different controller differently. Instant disadvantage.

    One person is not responsible for the full driving line, regardless of what some people may think.

    If you don't think the tracks are hard enough: there's a pretty robust editor system included in Fusion. You can use it to make tracks are difficult as you would like. Tracks aren't getting easier, you get better.
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