343 posts
Favorite Level: Death moon
Hardest Demon: Windy landscape
Mini-Profile Name Color: red
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Post by Vats on Oct 2, 2023 23:44:10 GMT -5
Just random and unordered list of my controversial GD opinions. (May make a part 2 later)
1. So far cycles and nock em are the only robtop levels that are "Bad" according to me. Mostly explorers will join the list. Other levels are either good or moderate
2. 2.2 is not that exciting. The main levels don't a do a good job in introducing the new features, as GD Colon explained. The custom levels will only be 10x worse with random trigger abuse, camera control abuse etc.
3. The conventional reverse potal is better than 2.2 reverse trigger for two reasons: decreasing progess bar makes no sense and we dont have any visual indication of reversal. Which explains my hot take on nock em
4. Empyrean is the worst gauntlet level and PG clubstep is the worst mappack level
5. The dual introduction in hexagon force is dogsh**. Usually new features are introduced in a beginner friendly way. But in hex force not only is it introduced in 2x speed asymmetrical dual cube, but it is also way harder than any other part of the level, making it one of the most unbalanced robtop level.
6. Demon difficulty system should be completed scrapped cuz they suck. Because "easy demon" and "medium demon" sound self contradicting and also their difficulty faces are also less fierce than insane. "Extreme" demons luke cataclysm arent extreme either nowadays. Instead a 10 point difficulty system should be adopted. And they should be frozen by mods to prevent constant fluctuations in difficulty.
7.Nine circles levels mostly suck because they are heavily based on one gamemode and have terrible balancing of difficulty. Nine circles is NOT an exception.
8. Most of GdJose, Triaxis and Krmal levels are trash. (X is one of the X-ceptions)
9. The game has way too many collectables and they are really absurd. For example if orbs, diamonds and shards are expendable why arent coins? Also, why are diamonds the least valuable? Why are secret and custom coins treated seperately when robtop is only gonna approve them?
10. Creators leaderboards should not be a thing because it makes creators compete and hence make rushed, generic levels with no creativity. I think creators should create completely by their passion.
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Post by bzzzz on Oct 3, 2023 6:37:04 GMT -5
I am excited for pickup trigger set counter instead of adding option in 2.2.
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Post by Jayflight on Oct 3, 2023 7:08:44 GMT -5
I can understand most of these but I gotta say something about 6. I remember when there weren't any extra demon difficulty ratings, and it could be really annoying to figure out which ones were easier and which ones weren't since you basically had to rely on word of mouth. Sure, demon ratings do fluctuate a lot, but that's because the consistent playerbase is continually getting better at GD so the perception of what is "easy" and what is not has changed over time (prime example even in official levels: remember when Can't Let Go was rated Insane?). Even if temporary, the demon difficulty system provides at least some sort of status quo for categories of demon levels, because it's better to have at least something in place for that than to just have everyone guessing like they used to.
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343 posts
Favorite Level: Death moon
Hardest Demon: Windy landscape
Mini-Profile Name Color: red
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Post by Vats on Oct 3, 2023 7:38:21 GMT -5
I can understand most of these but I gotta say something about 6. I remember when there weren't any extra demon difficulty ratings, and it could be really annoying to figure out which ones were easier and which ones weren't since you basically had to rely on word of mouth. Sure, demon ratings do fluctuate a lot, but that's because the consistent playerbase is continually getting better at GD so the perception of what is "easy" and what is not has changed over time (prime example even in official levels: remember when Can't Let Go was rated Insane?). Even if temporary, the demon difficulty system provides at least some sort of status quo for categories of demon levels, because it's better to have at least something in place for that than to just have everyone guessing like they used to. As i said, instead of using self contradicting terms like "easy demon", 'mrdium demon" etc. we can use 10 point system like deadlocked maybe 3/10 demon, 8o maybe 7/10 demon. You were telling about cant let go being insane. But that was during the initial stages of gd. Now gd has a good team of mods to decide difficulty. So idk why they cant freeze the difficulty. Because obviously they have better understanding of difficulty than an average player
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Post by Bagley on Oct 4, 2023 20:28:23 GMT -5
Just random and unordered list of my controversial GD opinions. (May make a part 2 later) 1. So far cycles and nock em are the only robtop levels that are "Bad" according to me. Mostly explorers will join the list. Other levels are either good or moderate 2. 2.2 is not that exciting. The main levels don't a do a good job in introducing the new features, as GD Colon explained. The custom levels will only be 10x worse with random trigger abuse, camera control abuse etc. 3. The conventional reverse potal is better than 2.2 reverse trigger for two reasons: decreasing progess bar makes no sense and we dont have any visual indication of reversal. Which explains my hot take on nock em 4. Empyrean is the worst gauntlet level and PG clubstep is the worst mappack level 5. The dual introduction in hexagon force is dogsh**. Usually new features are introduced in a beginner friendly way. But in hex force not only is it introduced in 2x speed asymmetrical dual cube, but it is also way harder than any other part of the level, making it one of the most unbalanced robtop level. 6. Demon difficulty system should be completed scrapped cuz they suck. Because "easy demon" and "medium demon" sound self contradicting and also their difficulty faces are also less fierce than insane. "Extreme" demons luke cataclysm arent extreme either nowadays. Instead a 10 point difficulty system should be adopted. And they should be frozen by mods to prevent constant fluctuations in difficulty. 7.Nine circles levels mostly suck because they are heavily based on one gamemode and have terrible balancing of difficulty. Nine circles is NOT an exception. 8. Most of GdJose, Triaxis and Krmal levels are trash. (X is one of the X-ceptions) 9. The game has way too many collectables and they are really absurd. For example if orbs, diamonds and shards are expendable why arent coins? Also, why are diamonds the least valuable? Why are secret and custom coins treated seperately when robtop is only gonna approve them? 10. Creators leaderboards should not be a thing because it makes creators compete and hence make rushed, generic levels with no creativity. I think creators should create completely by their passion. moved to debate my thoughts on these: 1. I don't remember any rob levels as being particularly bad. cycles is kinda just meh. don't remember nock em very well but all the spinoff game levels are worse quality on average. 2. there's a couple things in 2.2 that I'm excited about (for example, the supposed lag fixes) but most of the new features are kinda just whatever. yeah the early levels are gonna be kinda bad, but that's true of every update, and it's not like you have to play everything you find in the recent tab, just the high quality stuff that gets rated. 3. YES THANK YOU SO MUCH. I'm glad to see at least one other person speaking out about this. there are so many better ways of handling the progress bar issue, as well as other potential problems like music desync (which also happens with speed portals, but to a lesser extent). 4. I don't remember the gauntlets that well, but I feel like I would remember empyrean if it was as bad as you describe. hellgate menace was one really bad level that I remember, but it's been so long since I've played them that I can't say definitively if it was the worst. I definitely disagree with your pg clubstep take though, have you played it? I really don't know why it has such a bad reputation, I actually really enjoyed it. death step is definitely the worse of the two hard demons in the map packs, and even then, there are some pretty terrible easy/medium demons too. 5. I do think the symmetrical dual should be introduced before the asymmetrical dual, and it would've also been good to have a mixed gamemode dual in the robtop levels at some point, even a simple one. still, it's not like the robtop levels are known for being particularly well balanced lol. 6. I definitely agree with a frozen demon rating system (or at least, levels would only be moved in obvious cases of being drastically over/under rated, or in the case of updates). whether there are 5 or 10 difficulties, or whether they have special names like "easy" or "extreme", makes no difference to me. 7. I don't have an issue with single gamemode levels, they can be done in a really interesting way. but generally speaking, the balancing of nc levels is not very good (although I have to disagree on nc itself, the ship and last cube are decently hard and do kill people a lot). 8. haven't played any gd jose levels except metal crusher or any triaxis levels except for x (except for some random daily levels at some point, possibly) so I can't really judge this take. you already know my stance on krmal, aside from his joke levels and collab verifications I really can't find a single bad level except for possibly rearmed (some people may say xo as well because of the lack of deco, which I disagree with but I at least understand). if you have an issue with joke levels getting rated, fine, but somehow I never see anyone complaining about any other creator's joke levels getting rated. I do think that a lot of his hype is unwarranted and some people do seem to worship the ground he walks on, including a certain person who used to be active on this forum, but I feel like people are overcorrecting too far in the other direction. 9. I do think that diamonds and shards are kinda pointless since they only exist to unlock icons and things like that (which is already done with orbs), but otherwise I don't really have an issue with any of the collectibles. I don't mind coins since you have to go out of your way to get them rather than them being collected automatically, but I do think that bronze coins in rated levels should automatically become silver. 10. I do think there's a problem with rushed, generic levels being pumped out, but I don't think scrapping the creator leaderboard solves that problem. you'll still see people grinding to get as many rated levels as possible, just like they do now, the only difference is that it would be less convenient to keep track of how many everyone has. people still grind other stats like demons, coins, and diamonds, even though there's no in game leaderboard for those. lmk if you disagree with anything I've said above!
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Post by LuMaIchArgI on Oct 4, 2023 22:14:26 GMT -5
1. So far cycles and nock em are the only robtop levels that are "Bad" according to me. Mostly explorers will join the list. Other levels are either good or moderate I always liked cycles. It's simplicity was always nice to me and I liked its use of the basic blocks. Plus the song is good 2. 2.2 is not that exciting. The main levels don't a do a good job in introducing the new features, as GD Colon explained. The custom levels will only be 10x worse with random trigger abuse, camera control abuse etc. yeah not really into any of the new features added, but it's been that way since 2.0 for me, so expected. 3. The conventional reverse potal is better than 2.2 reverse trigger for two reasons: decreasing progess bar makes no sense and we dont have any visual indication of reversal. Which explains my hot take on nock em Yeah I agree, this sounds dumb 4. Empyrean is the worst gauntlet level and PG clubstep is the worst mappack level No clue what Empyrean is, but somewhat disagree on PG Clubstep. It's notorious for its difficulty compared to the other map packs and how much pg kept updating it when nobody asked, but there are several map pack levels even more frustrating or less fun to play. e.g many of the insane ones 5. The dual introduction in hexagon force is dogsh**. Usually new features are introduced in a beginner friendly way. But in hex force not only is it introduced in 2x speed asymmetrical dual cube, but it is also way harder than any other part of the level, making it one of the most unbalanced robtop level. hard disagree here. Never had any issue with the first dual on release and it was a perfect introduction to the dual. There's practically zero purpose to duals that aren't asymmetrical. Nobody wants to do the same thing but just with a mirror on top. A symmetrical dual is nothing but a visual gimmick, not a gameplay mechanic. I also think the level difficulty is balanced very well imo 6. Demon difficulty system should be completed scrapped cuz they suck. Because "easy demon" and "medium demon" sound self contradicting and also their difficulty faces are also less fierce than insane. "Extreme" demons luke cataclysm arent extreme either nowadays. Instead a 10 point difficulty system should be adopted. And they should be frozen by mods to prevent constant fluctuations in difficulty. I was against the difficulty labels being added from the start. I don't think any special points or ratings are necessary. Just go back to when it was only "demon" and nothing more 7.Nine circles levels mostly suck because they are heavily based on one gamemode and have terrible balancing of difficulty. Nine circles is NOT an exception. They do suck. It was one of the dumbest and overplayed trends probably in GD history. I hope it's still not going on. However to me, nine circles isn't that bad. It's wave section is honestly proportionally shorter than alot of its copies, and has better difficulty balancing than the others. Plus it was a pretty unique idea on release. 8. Most of GdJose, Triaxis and Krmal levels are trash. (X is one of the X-ceptions) Don't know who Jose is, Triaxis levels were pretty "meh" but Triaxis themself was more annoying than the levels imo, Krmal made levels mainly for the challenge so I never really considered them a "creator" in that sense 9. The game has way too many collectables and they are really absurd. For example if orbs, diamonds and shards are expendable why arent coins? Also, why are diamonds the least valuable? Why are secret and custom coins treated seperately when robtop is only gonna approve them? Heavy agree. Another feature I found useless upon addition. Just another way for Rob to pad the game with ""content"" since he was running out of ideas of things to add to the game. 10. Creators leaderboards should not be a thing because it makes creators compete and hence make rushed, generic levels with no creativity. I think creators should create completely by their passion. disagree. If a leader board encourages more levels to be made, it's overall healthier for the game. Just like how the stars/top 100 encourages people to actually play levels people make. If crap low effort levels are getting featured cuz of it then that's on the mods/robtop. Also my take is that "epic" levels should've never been added. It should've stayed featured and rated levels. Featured levels were already weighted. If a level was that good, put it first place featured, or throw it in a level pack. You don't need a new label for it.
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343 posts
Favorite Level: Death moon
Hardest Demon: Windy landscape
Mini-Profile Name Color: red
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Post by Vats on Oct 5, 2023 2:45:56 GMT -5
1. So far cycles and nock em are the only robtop levels that are "Bad" according to me. Mostly explorers will join the list. Other levels are either good or moderate I always liked cycles. It's simplicity was always nice to me and I liked its use of the basic blocks. Plus the song is good 2. 2.2 is not that exciting. The main levels don't a do a good job in introducing the new features, as GD Colon explained. The custom levels will only be 10x worse with random trigger abuse, camera control abuse etc. yeah not really into any of the new features added, but it's been that way since 2.0 for me, so expected. 3. The conventional reverse potal is better than 2.2 reverse trigger for two reasons: decreasing progess bar makes no sense and we dont have any visual indication of reversal. Which explains my hot take on nock em Yeah I agree, this sounds dumb 4. Empyrean is the worst gauntlet level and PG clubstep is the worst mappack level No clue what Empyrean is, but somewhat disagree on PG Clubstep. It's notorious for its difficulty compared to the other map packs and how much pg kept updating it when nobody asked, but there are several map pack levels even more frustrating or less fun to play. e.g many of the insane ones 5. The dual introduction in hexagon force is dogsh**. Usually new features are introduced in a beginner friendly way. But in hex force not only is it introduced in 2x speed asymmetrical dual cube, but it is also way harder than any other part of the level, making it one of the most unbalanced robtop level. hard disagree here. Never had any issue with the first dual on release and it was a perfect introduction to the dual. There's practically zero purpose to duals that aren't asymmetrical. Nobody wants to do the same thing but just with a mirror on top. A symmetrical dual is nothing but a visual gimmick, not a gameplay mechanic. I also think the level difficulty is balanced very well imo 6. Demon difficulty system should be completed scrapped cuz they suck. Because "easy demon" and "medium demon" sound self contradicting and also their difficulty faces are also less fierce than insane. "Extreme" demons luke cataclysm arent extreme either nowadays. Instead a 10 point difficulty system should be adopted. And they should be frozen by mods to prevent constant fluctuations in difficulty. I was against the difficulty labels being added from the start. I don't think any special points or ratings are necessary. Just go back to when it was only "demon" and nothing more 7.Nine circles levels mostly suck because they are heavily based on one gamemode and have terrible balancing of difficulty. Nine circles is NOT an exception. They do suck. It was one of the dumbest and overplayed trends probably in GD history. I hope it's still not going on. However to me, nine circles isn't that bad. It's wave section is honestly proportionally shorter than alot of its copies, and has better difficulty balancing than the others. Plus it was a pretty unique idea on release. 8. Most of GdJose, Triaxis and Krmal levels are trash. (X is one of the X-ceptions) Don't know who Jose is, Triaxis levels were pretty "meh" but Triaxis themself was more annoying than the levels imo, Krmal made levels mainly for the challenge so I never really considered them a "creator" in that sense 9. The game has way too many collectables and they are really absurd. For example if orbs, diamonds and shards are expendable why arent coins? Also, why are diamonds the least valuable? Why are secret and custom coins treated seperately when robtop is only gonna approve them? Heavy agree. Another feature I found useless upon addition. Just another way for Rob to pad the game with ""content"" since he was running out of ideas of things to add to the game. 10. Creators leaderboards should not be a thing because it makes creators compete and hence make rushed, generic levels with no creativity. I think creators should create completely by their passion. disagree. If a leader board encourages more levels to be made, it's overall healthier for the game. Just like how the stars/top 100 encourages people to actually play levels people make. If crap low effort levels are getting featured cuz of it then that's on the mods/robtop. Also my take is that "epic" levels should've never been added. It should've stayed featured and rated levels. Featured levels were already weighted. If a level was that good, put it first place featured, or throw it in a level pack. You don't need a new label for it. Regarding hexagon force, the problem is not just because it being asymmetrical. Its also mainly because the introduction is also the hardest part of the level. Usually new gameplay introductions are done in one of the easiest parts of the level (unless its a demon like clubstep or deadlocked)
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Post by LuMaIchArgI on Oct 5, 2023 10:54:15 GMT -5
Regarding hexagon force, the problem is not just because it being asymmetrical. Its also mainly because the introduction is also the hardest part of the level. Usually new gameplay introductions are done in one of the easiest parts of the level (unless its a demon like clubstep or deadlocked) I disagree still, it may have taken time to get used to, but I think the difficulty of the section was fine. I don't ever remember struggling to it at all. Definitely was easier than the second dual by a bit, but overall I can't think if a part to hexagon force that I'd really call the "hardest" part. For me I think it might even be the most balanced level in the main lineup. As for introduction mechanics never usually being difficult, you can argue the reverse gravity sections of dry out are the hardest in the level, or even in clutterfunk, the hardest parts of the level are during its mini portions. And for Electrodynamix, wherever it's hardest parts are, it's definitely not at base speed. In fact Electrodynamix gets harder as the level gets faster (apart from the difficulty increasing speed naturally adds)
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343 posts
Favorite Level: Death moon
Hardest Demon: Windy landscape
Mini-Profile Name Color: red
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Post by Vats on Oct 5, 2023 12:07:15 GMT -5
Regarding hexagon force, the problem is not just because it being asymmetrical. Its also mainly because the introduction is also the hardest part of the level. Usually new gameplay introductions are done in one of the easiest parts of the level (unless its a demon like clubstep or deadlocked) I disagree still, it may have taken time to get used to, but I think the difficulty of the section was fine. I don't ever remember struggling to it at all. Definitely was easier than the second dual by a bit, but overall I can't think if a part to hexagon force that I'd really call the "hardest" part. For me I think it might even be the most balanced level in the main lineup. As for introduction mechanics never usually being difficult, you can argue the reverse gravity sections of dry out are the hardest in the level, or even in clutterfunk, the hardest parts of the level are during its mini portions. And for Electrodynamix, wherever it's hardest parts are, it's definitely not at base speed. In fact Electrodynamix gets harder as the level gets faster (apart from the difficulty increasing speed naturally adds) The first cubes of clutterfunk and electrodynamix are where the features are introduced. And they both are pretty easy Also, speed change isnt truly anew gameplay mechanic.
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