GW2: SAB – The Lemonade Perspective

I’m more or less killing time while waiting for tweaks to arrive to the Super Adventure Box, so I thought: I’ve already spent the last three posts kvetching, let’s try a positive post for a change!

I mean, if I didn’t like the SAB at all, I would have opted out like Bhagpuss and save myself the bouts of occasional grumpiness.

I’ve just been mostly puttering around in the World 1 levels because they’re a lot less stressful.

One piece of good news: The secret rooms are not once a day only like the dig locations.

The earlier rooms unfortunately only give 5 baubles or thereabouts, minus the one bauble spent on the bomb, which isn’t much profit for time spent but there are a few exceptions I’ve been marking out. Presumably someone else will figure out the most optimal route for least amount of time, but that someone ain’t me.

farming-1-1

This one in 1-1 yields a 15 bauble profit.

This one in 1-2 is worth 24 baubles.

This one in 1-2 is worth 24 baubles.

I suspect World 1-2 will still be the friendliest one to farm even after all the dig locations have been used up.

The other thing I think will become popular is unlocking chests. If you slaughter stuff until a key drops, the chests deliver anywhere from 20-40 baubles.

I mentioned before that I really appreciate the Quality of Life tweaks made to the earlier levels.

qol-1

Much ❤ for this barrel, since I can now take the “pro” route without pressing dodge-jump and praying to the latency gods.

qol-2

These trees now have friendly outgrowths so that all the monkeys are accessible, if you don’t like being pelted by them.

Maybe they’re used in Tribulation Mode, who knows, I haven’t watched a video yet or attempted it, since I do want to buy an Infinite Continue Coin for that mode, but am holding back until normal mode is less crazy.

(I have certain principles about contributing to datamined statistics, especially where a cash shop is concerned, and I strongly suspect the amount of people who flung their hands up and bought a convenient way out is already high enough. Slippery slope and all that. We may rant a lot but sometimes it boils down to numbers and wallet votes.)

I like that they’ve got a Mini Moto for 20 baubles and Mini Miya to forge. It’s a casual’s sort of reward, being less costly to accumulate than the weapon skins and thus easier to strive for.

The components for Mini Miya seem to be fairly readily available – they’re also avaliable on the TP. The wig seems to drop just by killing random mobs. I believe I got a dress out of a jumping puzzle chest. My tiara came from a Metrica Province Fire Elemental chest, so it looks like it’s a reward from chasing dragons (ie. the open world bosses on a timer).

Information for obtaining the nunchaku or chain-sticks from the secret shop have filtered their way into the Reddit hivemind, so today’s mini-goal was to farm up World 1 for enough baubles to revisit the World 2 level on Infantile and buy that upgrade.

With dig locations, which are sadly, once a day only, I got about 465 by the time I hit the Queen Bee Dog area in World 1-3 so I left before King Toad and slooowly clambered my way on rainbows to the correct location. (Seriously, still too large a map, as much as I deeply appreciate Josh’s enthusiasm and willingness to put in excessive overtime to make the SAB an epic experience.)

The chainsticks were absolutely worth it though. I tackled a few assassins after that and felt like I had better reach and slightly faster animation time per swing, which does help in scrums.

I finally noticed the sword assassins had a knockback – which led to a few deaths hurtling involuntarily from a long height – but did my best to try and position myself with back to walls and so on.

If I successfully dodged their first swing, the fights generally went well. Things tended to get more difficult if I caught their charge with my body because I would get knocked down, frozen in position with invulnerable on, and then slowly clamber up in time to catch another charge from the assassin, sometimes just as invulnerable wore off. I wonder if the charr getting up animation is slightly longer than other races, or just a latency problem?

Sorry, got diverted for a sec there. Back to positivity again.

You know the one part of the SAB I really really like? As a Bartle Explorer first and Achiever second?

Discovering nifty secrets.

Sometimes I just stumble into them without really trying because my eyes are always going, “what’s that funny thing over there, why is there like a path here that doesn’t seem to go anywhere?” then before I know it, I’m gambling away lives trying to get to places that maybe were unintended to get to, or maybe absolutely were intended.

Why is that flower all the way down there?

Why is that flower all the way down there?

Aiming in the most probable and suspicious location (always look behind waterfalls, you know?) and voila, secret passageway with cool stuff.

Bears' secret sign stash

Bears’ secret sign stash

That eventually leads to a chest and bypassing of the first bit of annoying rapids via high platforms. (WTB: More ways to bypass moving water.)

I told you all I was waiting for someone else to nicely compile dig locations in a guide for me, right?

I can’t help it, I am sometimes magnetically attracted to these things. Maybe why I take so long in levels is that I sometimes succumb to the urge to compulsively dig per square inch, because those dig locations are so finnicky, y’know? Maybe there’s something here no one else has found yet…

2-1-digloc

World 2-1: Just before the long bridge with the assassins that leads to the raft, take a right and slip down the edge of the cliff…

2-1-diglocb

…Sliding down all the way here and digging reveals a chest of 50 baubles! Yes, 50! Once a day, but still, not 5, not 20, 50!

There’s someone else on Reddit that has been nice enough to share the other stuff he’s found. There seems to be quite a bit in 2-1 that I’m quite eager to get to… eventually…

…I really can’t wait for the water / rapids / geyser bits to get tweaked a bit more. It actually is fairly peaceful to roam 2-1, if not for the lingering hydrophobia.

The best lemonade from malfunctioning water?

As usual, I got kicked off some rapids or other, flung bodily into the abyss, and somehow between lag and appearing and disappearing in funky locations because client and server couldn’t quite agree on which x,y,z coordinates my character was in… somehow managed to steer myself through a waterfall which I suspect was never meant to be reached.

The prelude to nothingness: a platform going nowhere.

The prelude to nothingness: a platform going nowhere.

I dug around, threw bombs, didn’t find anything, though granted I didn’t dig in every single pixel or tile.

When I got tired, I threw myself off the side, thinking to commit suicide and… ended up in another world altogether. (Ok, ok, at the very bottom of the map.)

Welcome to the LOVE MMO, GW2 edition.

Welcome to the LOVE MMO, GW2 edition.

There was something poetically awe-inspiring about running on all fours as a silhouette.

There was something poetically awe-inspiring about running on all fours as a silhouette.

You know me, I am so easily bribed by a memorable screenshot.

I’ll put up with funky water for a few days if it inadvertently leads to one moment of perfect beauty.

(Just a few days though. I can’t quite reach the end of the level by falling under it.)

I do have this to say, though: One of the best things about the SAB team is their willingness to interact on the forums, share their insights and respond to feedback.

Josh Foreman catches a lot of flak and negativity from frustrated people looking for an outlet, and he’s just right in there, soaking it up and learning lessons and being willing to iterate and learn lessons and make things better.

That’s a special brand of masochism right there, which probably explains why he can make and play through sadistic platformers in the first place. The “live, learn, and constantly iterate” attitude is worthy of serious respect, and for that, I salute the SAB dev team.

Please keep striving to make things better. As a player of your game, I am very happy that my devs care.

P.S. My prior grumpiness has pushed me off my arse and gotten me to update FRAPS. Yet another positive. I may actually dabble a little in videos now and then.

I present for your viewing pleasure (please have a strong stomach) World 1-2 cage fight on a charr.

It’s not a complaint, by the way. It’s not something the SAB devs can fix specifically, I don’t think. I’ve lived with it since the previous SAB, and I’ll live with it this time around too.

I just wanted to share, since sometimes people don’t see or think there’s a problem when they don’t see things from another person’s or computer’s persective.

Have a good laugh, give thanks that you main a human/sylvari/asura, and continue to have fun.

Signing off, your furry friend.

quotes-770

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6 thoughts on “GW2: SAB – The Lemonade Perspective

  1. Ursan says:

    Incoming suggestion Bear~

    There’s no need to hug the cage so closely. You can stand on the er, the middle of the wood jutting up and you’ll still be able to hit the cage without the camera going bonkers because you’re going in-between the cage/wood juts.

    -Ursan

    • Jeromai says:

      Sure, but then I lose the safety effect of having the wood at my back in case a laser catches me and knocks me off into the acid. Oh, the trade-offs. I just kinda half close my eyes and squint and run on automatic.

      • Ursan says:

        Shouldn’t be a problem though if you’re constantly moving around like that. You didn’t get hit once in that video.

        I say, health of your eyes (and stomach) is much more important than the health of your Charr.

        -Ursan

    • lothirieth says:

      I was coming here to say the exact same thing. Back when SAB rewards were per character, I farmed it zone 1-2 with all my characters.. including my lvl 3 charr that I wasn’t used to at all. And of course Norn’s have the same issue. Anyway, I always ran around on the ledge since you don’t get caught so easily. You also don’t have to continually be moving but only start moving once you can see the boss is going to make his move. But by going on the edge, I don’t remember having such bad camera issues as that.

      • Jeromai says:

        I need to move constantly to compensate for my ping. Starting to move when I see the boss begin to fire is asking to get shot and hurled off.

        I’ve tried. Running on the edge, I tend to clumsily fall off. This is the method that works best for me, escaping without a scratch. Just some temporary trauma to the brain. 🙂

  2. bronkitus says:

    As your video demonstrates while you are strafing behind “foreground” rocks, here we have puzzles where you are constantly fighting with the camera positioning, the rapid and random change of camera positioning in certain (most) puzzles in this game completely wrecks the sense of perspective.

    3D third person platformers never did this. Mario64 had a floating camera, but zoom in was a manual control. All the other games with you “in the slot” never zoomed in or out in the middle of a sequence of timed jumps.

    They might want to work on camera positioning while in a “puzzle” perhaps to simply fix (remove) objects that knock perspective around while you are expected to “jump” (try “Trolls End” on a asura, then try it with a charr).

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