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Post by Deleted on Dec 17, 2019 8:06:45 GMT -5
I have sometimes felt that geometry dash would have been much more fun if it did not have .......[something].
What according to u is the most annoying thing in gd that makes the game less fun? Wave: it my least favourite game mode. However I slowly got used to it.
Movement trigger and teleport portals : they make the gameplay annoying unless they are less in number(like in fingerdash) Dual : I hate hexagon force for this reason. That leveland DL are the only r Robtop levels I've not beaten Rating system: inconsistencies in the ratings of some levels(main as well as custom) . For example: electrodynamix and toe given equal ratings
Anything else? If yes, plz comment
inspite of these things, gd is still a fun game.
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Post by Dragon on Dec 17, 2019 9:19:37 GMT -5
I love duals lol
Most annoying feature for me is rotate triggers. Not because the feature is inherently bad, but because they are so poorly optimized that any primary usage of rotate triggers creates a shitload of lag and that's annoying for me since I play on a phone that can't handle a whole lot anyway.
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Post by Bagley on Dec 17, 2019 9:24:29 GMT -5
I couldn’t care less about the rating system (although I can see how others might). Like Dragon said in another thread, I mostly play the game for the satisfaction of beating hard levels. A few extra stars is worth basically nothing.
The other answers are basically the same for me, anything in the level editor can be fun or annoying depending on how it’s used by the creator. I happen to love the wave and hate duals (mainly because I’m good at one and not the other). Doesn’t mean it’s objectively bad, I’ve played some levels with really awful wave gameplay and other with really fun duals. Again, it’s all about their usage.
Also, maybe this should have been posted in Debate?
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312 posts
Favorite Level: Traffic Trauma
Hardest Demon: Infrared
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Post by Cabbage on Dec 17, 2019 14:04:10 GMT -5
Waves are awesome, but dual is just the worst game mode, instantly makes me hate any level that has it.
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Post by Jayflight on Dec 17, 2019 16:11:40 GMT -5
All of these are fine to me; the rating system does need some work but it's improved some between the time I left the game and the time I returned. The most annoying thing about GD to me isn't even really a feature, it's the community and the update delays.
Although I could say that the Force Smooth Fix feature is annoying (at least the way it works now). It's basically speedhacking without speedhacks, and because of that Rob is planning to remove it in 2.2, so I and pretty much every other mobile player will be screwed, not to mention the infinite object limit also coming in 2.2...
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Post by Halutena on Dec 18, 2019 0:53:49 GMT -5
Actually I like every gamemode. However there are many creators, who shouldn't get a feauture who put a wave- or dual-part which has the difficulty of a demon in a 'Hard' or 'Harder'-level. That ruins the gameplay and the fun that I have when I play GD Personally: I wish that Roptop make no-limit objects in editor because I wouldn't download or use hacks for that. An unlimited scale without hacks would be also helpfully.
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Post by Bagley on Dec 18, 2019 2:08:41 GMT -5
Since creators bypass the object limit all the time, there's almost no point in having it. In fact, I have a custom object that just contains each of the different glow objects, which I place in a laggy level, tap on each glow piece individually, and then select "delete all of this object", to improve performance on my phone. However, if a level exceeds the limit, I can't place any more objects, so I need to go through the level section by section and "delete all" on all of the glow objects (and sometimes that doesn't even get it below the limit).
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Post by Deleted on Dec 18, 2019 3:37:15 GMT -5
Trollbagley@gmaul.vom The thing is, How can we just 'place a custom object ' in a level ? we can do it only in a copyable of the level. So what's the point in it?
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Post by Bagley on Dec 18, 2019 3:44:34 GMT -5
Trollbagley@gmaul.vom exceeding the object limit indeed a problem for mobile users. it makes the level laggy. But, How can we just 'place a custom object ' in a level ? we can do it only in a copyable of the level. So what is the point ? U cant finish the actual level. That's exactly what I meant, placing it in a copyable so that I can beat it there. Which reflects my earlier point about not caring about the stars that I earn by actually completing the level on the server.
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Post by Deleted on Dec 19, 2019 0:08:47 GMT -5
Ok so almost everyone hate duals. So do I. But I d say movement/rotate triggers and teleport portals are worse as they give the creators to power to abuse the player as they wish.
Unpredictable movements of objects and abrupt teleportation of icon may give rise to crazy memorization sections l(the 80% ship sections in deadlocked.)
Duals are annoying as it is very hard to focus on 2 icons. Yet it's little bit reasonable because it's still based on players skill and not 100% memorization.
NOTE: I am not speaking for duals. Iam just telling that movementriggers suck more than duals.
That's my opinion Quite an unpopular opinion though.
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Post by Ezel on Dec 19, 2019 5:13:24 GMT -5
My main problem is that it's so poorly optimized that my computer cannot handle a game that was formerly just a MOBILE game. Like come on, I've played much more resource demanding games and they were running better than GD. I really hope RobTop will do something with that in 2.2.
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Post by herobrine279 on Dec 19, 2019 16:11:52 GMT -5
Scratch my vote, the rating system,. Rob won’t rate some really good creators out there, just keeps rating generic trash. Sorry Rob, I need to broaden ur horizons
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Post by Atlantist on Dec 19, 2019 20:52:25 GMT -5
If you think about it, adding a flying object with inertia is an incredibly stupid fit for a rhythm game. The inertia makes it nigh impossible to force the player to tap to a specific rhythm, because in GD's case, it would be more safe and consistent to straight fly than it would be to tap to the rhythm. The only way to make the player tap to a rhythm, apart from making the ship part WAY too fucking hard, is to add orbs, pads, and portals. But ship orbs are notorious for being skipable; try to find a single 2.1 JonathanGD level which doesn't FORCE you to tap the orbs. Play any non-demon level and listen carefully to your clicks on the ship parts. Do they sync? You already know the answer. Not only are ship parts unsynced, they're also incredibly inconsistent. Whenever I try to beat a hard demon, the place I always die most often is the ship part/s, and it's not because I'm 60hz. The central inertia mechanic in the ship gamemode means that even a slight mistiming of a tap will force you to remap the entire tapping sequence of the rest of the ship part. This inconsistency is the reason why everyone straight flies slightly differently.
Wave is almost identical to ship, except it doesn't have any inertia. That makes all the difference. Wave is a fun, skill-based, consistent, synced gamemode. It's what ship should be. Ever seen a ship part in a speedcore layout? Does anyone think Crack's part in BB is synced (or even Namtar's part, for that matter)? Fuck ship, it's the most annyoing feature in GD.
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605 posts
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Post by this website is dead on Dec 20, 2019 6:57:12 GMT -5
The comments
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Post by Deleted on Dec 20, 2019 13:35:33 GMT -5
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