Horizon Forbidden West™ Complete Edition

Horizon Forbidden West™ Complete Edition

Vezi statistici:
Parkour difficulty is ruining this game for me
I know they were trying to make the parkour more 'realistic' but it just isn't. I spend most of my time dying to the same jumps over and over again, because the controls don't work, or because the player's depth perception in the game isn't realistic enough to tell when - oh for instance - a mechanical arm in a Cauldron is in front of Aloy or beneath her. I keep dropping when it looks like it's beneath her and she falls past it and dies. Over and over. I love the new story and new machines, but the inconsistency of the cauldrons and puzzle areas is so maddening I just want to give up and go back to Zero Dawn which for me was as near to perfect as a game can get.
< >
Se afișează 16-23 din 23 comentarii
Postat inițial de Dad0ne:
Postat inițial de sudonym:
I know they were trying to make the parkour more 'realistic' but it just isn't. I spend most of my time dying to the same jumps over and over again, because the controls don't work, or because the player's depth perception in the game isn't realistic enough to tell when - oh for instance - a mechanical arm in a Cauldron is in front of Aloy or beneath her. I keep dropping when it looks like it's beneath her and she falls past it and dies. Over and over. I love the new story and new machines, but the inconsistency of the cauldrons and puzzle areas is so maddening I just want to give up and go back to Zero Dawn which for me was as near to perfect as a game can get.

It's not the parkour itself, it's the keyboard ♥♥♥♥♥♥♥ this game seems to have. I fell down so many times because of a roll dodge when i never double pressed my key to dodge, or aloy taking 20 steps when you pressed the movement keys for a millisecond (getting on and pushing crates made me cuss at my monitors a couple of times lmao).
The most easy way to prove this is actually a problem is when you approach campfires or workbenches. More often than not you have to take an extra side step when you already are near them for them to "activate" and giving you access.
And as you said, i don't get how a seemingly perfect system that was in HZD got wrecked here.

Double tap actions unresponsiveness/strange behaviour are known issue in PC games, and HFW isn't alone there. At least you can turn off double tap reliably (*screams in Dark Souls 2*) and remap dodge to other key, so it will work contextually with movement keys.

Activating objects isn't that much issue in my experience, you need to take extra side steps only if you end too close to interactive object/NPC. My guess is that interaction checking is done with invisible crosshair in middle of screen, and due to TPP camera it sometimes "aim" not where it should, or somehow lands inside the hitbox, making it "invisibile" for self. If I remember correctly, same issue was present in HZD, and haunts other games with TPP camera too.

As for strange Aloys' reactions to controls, do you have, by chance, VSync turned on (or on different frequency than native for your display)? Saw around in some other topics that it is sometimes the source of issue.
Oh yes V-Sync would 100% cause input lag.
This is a long known issue.

I didnt think people would even still use V-Sync

If you do use it then it is a good idea to lock your FPS to the refresh rate of your display.
' Æsir 10 apr. 2024 la 20:34 
Parkour and climbing are indeed a bit frustrating in the game, but it seems to me that you just aren't a skillful player. Practice...
I hate gliding from a high platform to a lower one because by the time the yellow bar is full and it will deploy it is already too late and before you tell me to just get better by practice try losing your dominant hand . If I wanted an exercise in frustration ie. a jumping platformer I would have bought a tomb raider game in the first place. There where no jump puzzles you couldn't do one handed in the first game. i If there is an option for auto deploy it is yet another setting they failed to document on the pc,
' Æsir 11 apr. 2024 la 9:58 
That's why games are generally easier and easier (dumber and dumber, actually) nowadays... if the devs don't take the players' hands and drive them all the way through the game, they can't do anything.
I honestly hate the parkour and such not so much because of difficulty, but because of the controls. I don't know if it is input lag, but the controls sometimes just feel clunky, like Aloy just for some reason can't turn without running a large circle.
' Æsir 11 apr. 2024 la 11:11 
Or else, while climbing, Aloy takes the worst decisions possible. Instead of grabbing the nearest ledge, she chooses another one, sometimes further away, or even she tends to go sideways instead of respecting what we are actually pressing the button to do (usually simply up to the nearest ledge)... terrible. Also, we're not always secure she's going to grab or stand on a ledge.
what the ♥♥♥♥ are you discussing here, the parkour in the game is pathetic, in the first part of Assassins Creed 2008, Altair can climb onto any ledge he can grab onto, all the animations are smooth, not jerky, like in Horizon. ♥♥♥♥, Aloy can't step over a small log or stone by poking at it and twitching in place. The animation for overcoming vertical obstacles like fences is just a jump up, without animating the hand support, do you seriously think this is normal in a game from 2022?? I'm not talking about the latest Assassins, like Odyssey or Valhalla, where parkour beats Horizon, putting it on its shoulder blades in all parameters of realism and convenience
< >
Se afișează 16-23 din 23 comentarii
Per pagină: 1530 50

Data postării: 9 apr. 2024 la 17:44
Postări: 23