Isle of Rebirth Help/Bug Thread (UPDATED 5-13-14)
#256
Posted 21 February 2014 - 06:07 PM
In level 4 , How can i get the key in the right side of F1? Please.
Thanks
#257
Posted 21 February 2014 - 06:26 PM
So, I'm at Level 12's boss and I think I'm ready to quit. Past Level 9 I haven't had any fun with any of the main levels. They're just too tedious, too many mandatory damage rooms, unfair enemies and unfair bosses (Minus Level 10's boss).
I wanted to complete this, but I don't just have the patience right now.
#258
Posted 21 February 2014 - 06:34 PM
As far as I recall, there aren't any mandatory damage rooms at all in this quest, since I'm pretty sure Evan (as well as most of us) despise the concept of mandatory damage; a room you think is mandatory damage may just be one you're not looking at properly.
As far as stopping, it's your decision, but I'd hate to see you stop when you're literally knocking on the game's ending. After this boss, there isn't anything left but a very short sidequest and a trek to the final area to fight the final boss. That's all that's left, minus the brutal bonus dungeon of course. But if you decide not to continue, that's up to you.
#259
Posted 21 February 2014 - 06:40 PM
Question time: When she starts using dark energy, have you tried hitting her with the portal sphere?So, I'm at Level 12's boss and I think I'm ready to quit.
#260
Posted 21 February 2014 - 07:39 PM
mandatory damage rooms, unfair enemies and unfair bosses
Could you provide some examples of these mandatory damage rooms or how the bosses are unfair? One of the major goals with IoR was to avoid mandatory damage and unfair difficulty, so if you have evidence to the contrary it would probably be a good idea to let Evan know.
#261
Posted 21 February 2014 - 08:27 PM
So, I'm at Level 12's boss and I think I'm ready to quit. Past Level 9 I haven't had any fun with any of the main levels. They're just too tedious, too many mandatory damage rooms, unfair enemies and unfair bosses (Minus Level 10's boss).
I wanted to complete this, but I don't just have the patience right now.
So, the quest got even worse... HylianGlaceon is one of the best players here, so I'm really worried now.
I'm starting to think that is time to low the difficulty, I won in the third arena, but very barely... the enemies are stupid after Level 6.
The poor placement of the piece of hearts, man... maybe they are the heart that the quest lost in his production.
Edited by Air Luigi, 21 February 2014 - 08:28 PM.
#262
Posted 21 February 2014 - 08:37 PM
If you're getting this mad at the difficulty, maybe it is time to switch to easy mode. Difficulty isn't for everyone after all. I always pictured you as the hardcore gamer type, though.
#263
Posted 21 February 2014 - 08:47 PM
Nah, the game is a walk in the park really, the problem is that the quest doesn't motivate me to play well. I'm rushing my way sometimes. It's hard to keep the attention in the quest, so I think maybe I can have a bit more of fun in easy.
#264
Posted 21 February 2014 - 09:52 PM
The metal pols voice in level 10... are really bad choices.
I miss my traditional ZC enemies.
On a serious note, be careful with the enemy editor. Level 10 looks cool, but the enemies kill the fun.
#265
Posted 21 February 2014 - 09:57 PM
I imagine you know to use the wand on metal enemies by now, right? The metal pols voice really aren't all that bad from what I remember. It was the conveyor belts that made level 10 a nightmare for me. I'm not all that great with puzzles so when you make the whole dungeon a giant puzzle... ![]()
- Russ and Twilight-Prince like this
#266
Posted 21 February 2014 - 09:59 PM
#267
Posted 21 February 2014 - 10:02 PM
I was using the hammer.
Yeah, I'm totally out of the quest. I can't concentrate well.
They are aesthetically horrible in any case, they don't have a shadow and is weird that they always jump...
#268
Posted 21 February 2014 - 11:47 PM
Mmm... Now I understand why Level 10 was low rated in Russ list xD
Man, I love the idea, but this is not fun at all. Your designs puzzle me. They are nearly perfect, but they aren't fun... And a quest that's not fun, is a big problem, even if the quest has a lot of work. Maybe simply this is not my thing. The idea can work well with little puzzles, but having the entire dungeon around this gimmick....
Finish this joke. This is a joke quest made by Russ, and IoR will be released the next week, no?
So, seriously, I respect the amount of work in the quest, but there are a lot of questionable decissions and weird things that ruined the quest for me =(
#269
Posted 22 February 2014 - 12:35 AM
As far as I recall, there aren't any mandatory damage rooms at all in this quest, since I'm pretty sure Evan (as well as most of us) despise the concept of mandatory damage; a room you think is mandatory damage may just be one you're not looking at properly.
It's possible, but I don't know. There's one room in Level 10 that has the Compass that has damage combos on the floor on both sides. I've tried Lensing that room, killing enemies, etc. but don't see any way beyond that without getting hit. I assumed it was the spacebar map type of puzzle where the solution is shown in a different room, but never saw it. There are various other rooms where it's extremely unlikely that you're gonna get through without getting hit or wasting a ton of time that just gets extremely tedious. One offhand I can name is the maze room in Level 12. I've never once gotten through the four directions without getting hit and they respawn with each time you go a direction. I'm not killing 8 Charging Darknuts each time I go through there either. Add in you have to go through this two different ways and two different states multiple times each way. That room should not have respawning enemies.
Question time: When she starts using dark energy, have you tried hitting her with the portal sphere?
If you mean after the string, Yep, and it does absolutely nothing other than make a hit sound when it hits her and that's it. I tested on other enemies and the sphere doesn't do damage, so I figured it was useless and went on with using the Wand. If you mean something else, then dunno. Haven't seen any attacks that resemble dark energy.
Could you provide some examples of these mandatory damage rooms or how the bosses are unfair? One of the major goals with IoR was to avoid mandatory damage and unfair difficulty, so if you have evidence to the contrary it would probably be a good idea to let Evan know.
As far as i'm aware, as mentioned above, the Compass room in Level 10 requires you to walk over damage combos. There's various rooms have it set up where you're pretty much guaranteed to get hit by an enemy as well. And there's rooms that you go through so many times that take so long it's much faster to just tank than waste a few minutes each time to go through it. A bunch of the oil rooms in Level 10 I feel served no purpose other than to waste time as well. (They also heavily lag ZC whenever it lights on fire for me too, but I can't really blame that on Evan).
With bosses, Level 11's boss can jinx you and if you get grabbed by a Gibdo, you're gonna lose a ton of health. I got grabbed by a Gibdo earlier in the level that had one bubble that decided to stick around and I lost over 20 hearts.
Level 12's boss can also teleport into you and can even teleport inches from you and instantly start with one of those bomb attacks that you're not gonna dodge being so close.
For other unfairness, Windrobes can stunlock you into permanently being drunk as well. It's also not fun when Link gets at the edge of the screen and decides to scroll back and forth for the entire thing. It'd probably be better if they just did 4 hearts instead since they usually get multiple hits with the drunk effect as is.
I'd also like to point out the Teleporting Mirrorobes are also extremely tedious to kill, which is also extremely difficult to do if paired with the other Level 12 enemies such as Bubbles and Lakitus. I'm aware the secret item hurts them too, but it uses too much magic and they take loads of hits.
So, the quest got even worse... HylianGlaceon is one of the best players here, so I'm really worried now.
I'm not really that great. Kinda the first I've even heard of it. It doesn't really take that much effort to abuse little glitches in the ZC engine and F6 when things go terribly wrong.
I imagine you know to use the wand on metal enemies by now, right? The metal pols voice really aren't all that bad from what I remember. It was the conveyor belts that made level 10 a nightmare for me. I'm not all that great with puzzles so when you make the whole dungeon a giant puzzle...
Problem is, hitting it with the Wand Magic. The quest rule that makes them invulnerable in midair is extremely annoying. Hitting them with the Hammer is not even worth it since it takes at least 3 hits to kill one. 5 hits if you lack the L2 Hammer.
Mmm... Now I understand why Level 10 was low rated in Russ list xD
Man, I love the idea, but this is not fun at all. Your designs puzzle me. They are nearly perfect, but they aren't fun... And a quest that's not fun, is a big problem, even if the quest has a lot of work. Maybe simply this is not my thing. The idea can work well with little puzzles, but having the entire dungeon around this gimmick....
Finish this joke. This is a joke quest made by Russ, and IoR will be released the next week, no?
So, seriously, I respect the amount of work in the quest, but there are a lot of questionable decissions and weird things that ruined the quest for me =(
Yeah, the problem with 10 in my opinion is that the pads were overused and it's extremely tedious to get anywhere. Let alone doing it without the map. If the dungeon played more like a regular dungeon with the pads here and there, it would be a lot more enjoyable than bringing up the map and seeing with tile path you need to go on to reach a certain point. If the Feather wasn't such a broken item, it'd work awesome with these moving pads as well.
#270
Posted 22 February 2014 - 12:44 AM
The solution is in the room. The fire gels show the safe path if you watch what tiles they move across and which they don't.It's possible, but I don't know. There's one room in Level 10 that has the Compass that has damage combos on the floor on both sides. I've tried Lensing that room, killing enemies, etc. but don't see any way beyond that without getting hit. I assumed it was the spacebar map type of puzzle where the solution is shown in a different room, but never saw it.
"Does absolute nothing." Do the fight without it, I dare you. She's the hardest boss in the game if you don't hit her with it, as she moves insanely fast.If you mean after the string, Yep, and it does absolutely nothing other than make a hit sound when it hits her and that's it. I tested on other enemies and the sphere doesn't do damage, so I figured it was useless and went on with using the Wand. If you mean something else, then dunno. Haven't seen any attacks that resemble dark energy.
So that's not unavoidable damage. That's you getting hit by the boss then you getting hit my a gibdo. That's you getting hit twice. By an enemy you can kill ever while bubbled with your shield. That's all on you.With bosses, Level 11's boss can jinx you and if you get grabbed by a Gibdo, you're gonna lose a ton of health. I got grabbed by a Gibdo earlier in the level that had one bubble that decided to stick around and I lost over 20 hearts.
Actually, she can teleport a minimum of two tiles from you, giving you time to stop and move away from her.Level 12's boss can also teleport into you and can even teleport inches from you and instantly start with one of those bomb attacks that you're not gonna dodge being so close.
Yeah, they can be hard to hit. Venser's Cane does help a lot if you have it though.Problem is, hitting it with the Wand Magic. The quest rule that makes them invulnerable in midair is extremely annoying. Hitting them with the Hammer is not even worth it since it takes at least 3 hits to kill one. 5 hits if you lack the L2 Hammer.
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