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You can't turn the flashing off. I tried my best to fix the HUD in the steam workshop, but it only works in Moddable Mode. I don't know how that got past testing. Imagine if in real life the top left corner of your eye just kept blinking. Over and over. And over.
On the red dot.. I'm in the first puzzle where I see one of those "sockets" on the wall is red... and protecting a star. Is there an item I can use here? Gonna play with it but I"m not sure.
Would you ever consider that there are more opinions on this world than yours? Because from most of you posts, it seems like you think you're always right and what you say is always a fact.
You seem -so- sure that testing went completely wrong, even though this was Croteam's most tested game, with more than double the size of the testing team, while CT also employing whole other teams as well as internal testing; not to mention the whole public test and the version shown off on multiple cons.
Yes, during testing there were some problems with the hud, and one of the fixes to it was the red dot, actually (though the original suggestion was to have the completed sets close up). But there were no other problems with it otherwise, and we, testers, actually had a lengthy discussion about it. (Hell, if you watch their GDC talk video, you could see the HUD being even "worse".)
Actually, have a quote from one of the devs I taken from one of our discussions about the HUD, back from September:
"The reason we are not folding collected piece sets, but are even flashing those, is that in playtests it was shown that people don't realize they have a set. Though, for various other reasons, we might return to (we had that before) having a separate stash for sigils that you don't know the purpose of (because you didn't see the lock yet). That will also heighten the mystery as well. "
I think you have a bigger problem with others' opinions than I do. Besides, if we're talking habits, you like to mention a topic, I will rebut, and you'll drop the subject only to say that you were right about the topic anyway. If I drop a subject it's because I've changed my position and there's no need to discuss about a topic we're already in agreement with (unless I'm trying to improve my position by playing devil's advocate)
I've actually been thinking a while about that. When I see lots of easily-fixable problems in a game, I try to figure out what went wrong. And from the data it looks like testing went completely wrong, even though I've tried to give the benefit of the doubt. "Maybe it was just the majority that screwed up. Maybe there's still hope!" but the fact that nobody caught this problem just says to me "Yup! Testing went totally wrong." Now I'm trying to look for what happened. What are the requirements, is CT's data-evaluation incorrect? Is there something I'm missing here?
And in fact, out of testing there's still a lot of problems with the HUD. To say there isn't would require a lot of proof as every corner of the HUD has a design fault. This is one of the things you dropped the topic on. In fact, from what I see in the B-Roll video the HUD was a lot BETTER. There wasn't clutter everywhere, the bottom-left is free, the bottom-middle is free, and it doesn't look like they give you a mini-seizure; all we have is the sigil information. Sure, it could be improved by, say, having a button to turn it on during game, but it's a step up!
Edit: That GDC video, by the way: that's one picture that doesn't really say much. I guess it shows me a little more information? The audio is so quiet so I don't know what they're saying, I'm just watching the slides.
Edit #2: That really isn't a good reason to give people a mini-seizure for completing a set. And folding the set - it seems there's a language barrier here. By folding, I mean just fold it back into the icon, not make it disappear entirely. The fact it's folded back is good enough, and instead of this punishment on my eye, just add some extra glow onto the icon.
As for the GDC video, up the volume then so you understand. :V
As for the rest, again, you take your opinion and try to make a fact out of it. As for opinions being "well-informed with data or SOMETHING to back it up", you obviously don't know what "opinions" mean. It can be well-informed with data, sure, but that's a lot more objective, while opinions are subjective by definition. And opinions are usually formed by "feeling" alone.
For me, what I can jam and what I can't was obvious from the start. I just "felt" what I could jam and whatnot. Something about the design of the elements and mechanics ticked for me, that they can be jammed. The only way I can say it, is the same Croteam says it: "You can jam electronic devices with it". And that makes sense to me. It was explained in the first part of the game that a Jammer can jam a barrier, and can jam a turret. The barrier can be disabled with pressure plates, as found out later, so you obviously "cut the power". You can switch on and off turrets with a lever, and usually a powerline is connected between the two, so the turret is also electronic. So you are taught these two things in the tutorial, and as such, you also find out later that fans are also powered by switches or pressure plates, so them being jammable is logical. As for the mines? The tutorial teaches you that you can jam them, and that makes it logical that you can also jam the other kind of mine too. You could call it a sort of conditioning to what's logical within the given framework. And for me, after doing the tutorial, it "felt" logical that I can jam fans and passive-mines. Jamming the other mechanics, that never "felt" logical at all, after all, there were no signs at all in the game that they would be even considered to work in tandem with the jammer mechanic. It just makes no sense that they would, they are mechanics, not electronic devices.
What's the problem, then? If it's folded back up, it's completed. That's a completed set. Done. No more mini-seizures.
I don't particularly like blaring my speakers so that I can get jumpscared by another tab.
Frankly, you don't have a clue about definitions. I can say gravity is an opinion, right? And the guys who don't believe in gravity are either extremely sheltered or a corpse in the ground. But again, that's under the majority definition of gravity. Your opinions are a part of the reason there's a lot of crap in the game whether you can recall every one of them or not, and this "funny feeling" way of testing is very intolerant against other people's experiences.
You're not a psychic. If I knew everything about the game before I played it, I'm not even playing the game like an actual customer. Are you conditioned to know about all these before you even play the game?
Besides, just because it "ticks" for you is a great example of the other-people-intolerance you hold. Under electronic means, that still leaves out the power sources, power receivers, connectors, jammers themselves, and the recorder, etc.
The only other sense that could make is the purple portal. We don't have a reason why mechanics CAN'T be jammed. Without the fan, all of those fan-holders are paperweights, but you could still jam them. And if that's so, sources and receivers should be jammable as well. Why not? They could make great puzzles like that but they chose not to. Of course there would be no signs at all because they CAN'T BE JAMMED even though it is logical to.
But yes, we did answer your questions in the first few posts. You asked about the "red slot", that's the "red laser receiver". You need to direct a red laser there to open the door. Now, where's the red laser? That's the mystery.
main_gi: When it comes to testing, it's all about a small, select group of people playing the game and then gathering data about it. If Croteam says that playtesting showed something, that means, that a majority of the testers felt like that, meaning that it can be assumed that the majority of the players will also feel like that. It is an assumption, yes, but that's what's testing is for. It's also about observing the data and feedback after release. It's not about you saying that the puzzles are badly designed or just "average" in difficulty. We got a lot more feedback about the puzzles being really really hard, just as well. Just look around the forums with an open eye and mind, and try to see what everyone else is experiencing. It might broaden your view. And if you don't watch the GDC talk, then don't complain. Croteam talked about the things "that went wrong" with Talos there, so if you ignore what the developers think, then I don't know what to do with you.
'A comes after B' - I don't want to say anything more so as not to spoil your game.
Not sure we're talking about the same thing then :) I just unlocked the door using "B green set", and to me it doesn't seem reachable before you open the one using "A green set".