@Rudy_Manchego From Guerilla Games, after patch 1.12 "To get back to you on this one: There used to be two zones with three crates per zone, as you saw in the YouTube video's. Now there are two zones with one crate per zone and the remaining crates have to be detached from Shell Walkers who are walking around with them on their backs – You can detach their crates by aiming for the crate holders. The trial was rebalanced this way to encourage you to use Stealth tactics, staying out of sight should help you to complete the trial. I hope this clarifies things"
Can't think of anything good to put here just yet, watch this space...
@Octane They can be tough and some take different strategies. I was like @ApostateMage for the shell walkers. I stealthed the first loot then just ran shooting terablast and dodging the enemies. The melee knock-down trait is very helpful to give you space. I think I struggled the most on the logpile one until I figured out their pathing. I used the terablast to spook the stampede into running where I wanted.
That's what I love about this game, you can come up with multiple creative ways to accomplish tasks and takedowns. I might replay it on the hardest difficulty. If they ever come out with NG+, I would enjoy that a lot!
@starhops Yeah, I'm going to try those challenges again someday. I completed all three of the first two challenges and did the last one with the Thunderjaw; no problem either. It's the one with the Glinthawks and the Shell-Walkers that are driving me nuts. Going to take a break and probably try again tomorrow. I do want to finish all of them before I wrap up the story.
@Octane Ugh! The Glinthawks / watcher loot was a pain too. I think I ran counterclockwise and once I realized they will land and ruin your loot, I was able to shoot at them to keep them off the "carcasses." I think I looted the first one and as I ran to the far carcass for the second one, I would shoot the middle one to prevent it from landing. All the while dodging like a mad woman from their frost blasts. Just jump off the top of the pillars as you don't take much damage.
The tie down part was easy enough if you don't kill it and keep tying it down.
One tip I used: once I knew I was going to fail, I would reload from the checkpoint. I saved bunch of time as you start right back up top before the trial began and you just have to slide down to start the timer again. Good luck and keep us posted!
The Glinthawks one - where you have to loot before the time runs out, I did first time. I went to the left first, climbed up the cliff and as soon as I looted, just jumped straight off (took the hit in health) but sprinted straight to the next one on a rock pillar, looted that and jumped off again and sprinted to the next - didn't bother getting involved in combat and just focused purely on looting - after all that's what the challenge stated. I may have been 'fortunate' with the Shell walker one - in that I beat the game in the first week so had no problem with those.
A pessimist is just an optimist with experience!
Why can't life be like gaming? Why can't I restart from an earlier checkpoint??
Feel free to add me but please send a message so I know where you know me from...
Finally done with all the hunting grounds. Some took longer than I expected. Killing the Stalkers was easy and it was the first one I did, but I hadn't tried that one before either. Managed to rambo myself through those Shell-Walkers, and it worked! That tearblaster you get from the Redmaw was quite useful in that situation, more so than the tear arrows. It was also useful for the Trampler challenge, did that one on my first try as well. The Glinthawk challenge was by far the most frustrating. Dealing with three Tramplers, and all those Glinthawks, whilst trying to aim for them was a pain in the arse. And waiting for the critical hit prompt to show up didn't help either! But alas, I completed them all. All that's left are the last few story missions.
A showreel of some of the wonderful animation of the Robots which showcases their movement and behaviours without the distraction of the beautiful environments this game has.
A pessimist is just an optimist with experience!
Why can't life be like gaming? Why can't I restart from an earlier checkpoint??
Feel free to add me but please send a message so I know where you know me from...
Is it true that if you platinum the game you get a code for a special theme? I got the plat for this on 5th April but have had no code? Is there anything else that I need to do?
Can't think of anything good to put here just yet, watch this space...
@Rudy_Manchego I would love some DLC - especially if it can live up to the Witcher 3's DLC. I admit that Hearts of Stone, whilst good, had a few issues linking to continuity following on from completing the main game. I know that like Horizon, it dropped back to just before the final 'end' mission but some aspects leading up to that final mission, some that resolved quite a long time before, didn't make sense to me. I think Horizon should be OK in that as very few dialogues actually made any difference. The only difference seemed to stem from whether or not you did the side quests and trying not to go into spoilers, could have had a minor impact in that 'end' mission. Blood and Wine opened up a new area and had its own separate political climate. As such, it didn't matter whether you sided with Radovid, Dijkstra or Roche/Ves - something I found grating in Hearts of Stone - especially considering that most of it took place in Oxenfurt and [spolier]the only one alive is who you side with if you do that quest and as I sided with Roche/Ves, hearing 'Long live Radovid' all the time in Oxenfurt who was killed long ago was very odd[/spoiler]. Blood and Wine though was able to be quite separated from the politics of everything that came before but still able to tie in a few aspects from my main playthrough. A line of dialogue or two, a change to the epilogue - all of which was very much appreciated.
SP DLC is difficult, especially in these type of games. Building a new area takes a lot of work and accessing it from the main game can't feel like it was 'cut' for the purpose. Putting it into the same area can be difficult too without changing the world too much - even adding a new 'Robot' affects things like where did it come from considering I explored there before. That also goes for Side Quests and/or those giving them - why are they giving them now? Where does it fit into the main game? Same with new weapons/gear too - especially if they are 'better' which could change the way a GotY player may experience the game, the ending etc If they get the 'better' weapons before the final mission (after all the game does roll back to that point), will that make the final mission a lot less challenging? What you don't want is some 'meaningless' side quests and/or side story tacked into the existing frame work and world just for the sake of it. Yes it's great to have a reason to revisit but ideally I want something more akin to Blood and Wine.
A pessimist is just an optimist with experience!
Why can't life be like gaming? Why can't I restart from an earlier checkpoint??
Feel free to add me but please send a message so I know where you know me from...
Forums
Topic: Horizon: Zero: Dawn
Posts 441 to 460 of 741
This topic has been archived, no further posts can be added.