Outer Wilds

Outer Wilds

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Ash Twin Difficulty suggestion
SPOILERS ALERT!
The Ash Twin project twoer puzzle seems to be not hard enough, it's realatively easy to enter oit way early accidentally. Which should not be happening with a puzzle this much endgame.
I had an idea for expanding this puzzle in pretty neat way:
Not only the tower could be broken, but also the platform itself, it woudl be missing the warp core, so you would have to bring one. This might also make the end run better as you owuldn't have to just wait 10 minutes at the the beginning, you would actually have something to do.
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Showing 1-6 of 6 comments
Perseus Apr 11 @ 1:19am 
If you had to bring one, that would make it a lot easier for players to get there early.
For the last run, your can doze off at campfires to pass time faster.
Seeker Apr 11 @ 1:20am 
how would make it easier? It would only add more erquirements, including having to actually have explored another end-game area. The broken roof would still be there too. Maybe you're thinking it would hint more strongly that it's actually supposed to work even if you were'nt in the forge yet, so you would try to figure it out on your own? I would think the twoer having a platform at all should have given that suggestion that's it's supposed to work already.
Maybe there could be sparks added when you put in the core, to slightly mislead the player that it's still broken and in need to be fixed further, and then the forge might make them return and try that, saying that as long as there is a core present it should work.

Also I am aware you can doze off, but still I think the final end run could use something to do like this. It would make that final run feel more engaged and comlete, combining both the actions that you can only do early and those you can only do late. And it would fit perfectly, as the high energy lab is exactly something you can only do early. Is just doens't feel right that for the first half onf the final run you have nothing to do other than wait or sleep.
Last edited by Seeker; Apr 11 @ 6:54am
Perseus Apr 11 @ 2:01am 
Originally posted by Seeker:
Maybe you're thinking it would hint more strongly that it's actually supposed to work even if you were'ns in the forge yet, so you would try to figure it out on your own?
Yeah, exactly. When the tower doesn't seem to ever teleport them, a lot of people assume it's broken because the ceiling is broken.

Originally posted by Seeker:
I would think the twoer having a platform at all should have given that suggestion that's it's supposed to work already.
The fact is, if someone assumes the tower is broken because ceiling is, they'll actually pay less attention to everything else, including the intact warp pad.
If they were able to repair that specific warp pad, that would bring and focus the player's attention on that warp pad. And having the pad be fixable, with nothing else being seemingly possible to fix, would further make it seem it's supposed to work when fixed.
Though i do agree it would at least reduce accidental entrances into the area.

Originally posted by Seeker:
Maybe there could be sparks added when you put in the core, to slightly mislead the player that it's still broken and in need to be fixed further, and then the forge might make them return and try that, saying that as long as there is a core present it should work.
I feel like that could easily go very wrong in one of two ways :
-Either the player assumes the sparks means it's working;
-Or the player assumes the sparks mean it's completely broken, and even the Black Hole Forge clues won't be enough to fully convince them of the opposite, leading to a harder puzzle and very likely also frustration that the sparks were deliberately misleading.
Seeker Apr 11 @ 2:22am 
i mean sparks are assumed to imply something is broken throughout the whole game, the 0g tutorial, your ship, feldspar's ship, the old spacey, gabbro's comments on old spacey...
One might even make it even more suggestive, like making the purple waves on the platform blink in and out. That hsould make the player assume there's more to fix if still fails to teleport over one rotation. The ship log might comment of that too "i put a warp core in the broken tower but it still looks broken". Sparks could be added to even more broken things to push that further. They might even be a text like "if the tower is broken, let me know at the black hole forge".
Then at the forge:
"I noticed the warp core at one tower was sparking a little, but I still was able to warp". "I'll look into that later, but it should not be much of a problem as long as it actaully still has a black hole in it."
Last edited by Seeker; Apr 11 @ 4:26am
EOTS Apr 11 @ 6:23am 
I kinda like this idea, personally it always bugged me that the black hole forge never really felt used to me, because I had gotten the information about warp towers at the high energy lab, it always had me wondering if I had to do something to make a warp core or something, I can imagine some sort of loop needed to like grab a black hole of some sort and the maybe to the high energy lab? I believe there would be enough time to do this, as you said you have to wait. Don’t know exactly how to incorporate it but it’s an interesting idea.
Seeker Apr 11 @ 7:22am 
I was just thinking grabbing one of those cores in the lab and taking that to the ash twin. Make them actually useful.
Last edited by Seeker; Apr 11 @ 7:23am
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