First, let me say I _completely_ understand your frustration. Time puzzles are a bane for me. (Even early on, the one where you press the button to run through the hall before the teleporter returns). So I can completely sympathize with the frustration level you're experiencing. However, clearly it is possible (as shown in that video, and others on this forum have gotten through it). I've yet to finish LOG2 (I am not even to where the video you showed, because real life has gotten in the way). But there's clearly some people who are _really_ good at the timed things; and even in that video you linked, I have no idea how that person was walking around, clicking around their inventory, non stopMegafont wrote: I've found a couple guides that say you have to open the door, then hit the switch in that corridor a second time to fire energy again so the gate closes and the secret door opens simultaneously. When you do it a second time, you have to run through the gate before it closes. You can hear the secret door opening, too.
The problem is that when you use the switch to fire the energy again and flip the states of the doors, it is flat out impossible to get through the gate in time. The game will not let you move left through the gate before it closes. I stand facing the switch and never rotate my view the entire time because that would waste a ton of time. I've seen a video on YouTube showing it and it was exactly what I've been doing so I know I was doing it right. It's a clip near the beginning of this video:
https://www.youtube.com/watch?v=6_Llox75bcw
But at this point, I've tried more than enough times to know this is either impossible or just downright idiotic design... Seriously, this puzzle is just painfully bad game design... And its blatantly obvious they did not play-test this.
I disagree. The case is simply that whatever lay behind the timed puzzle ~is not for those that cannot manage* to reach it. The same goes for one-way forks that permanently block off areas of the map, for taking the other path; [this is not so different than three locked rooms with one key].Megafont wrote:But there is no excuse for anything to ever require players to pull of something right
on the edge of what is possible. That's just plain bad game design.
The only tough thing about this door is to realize how it operates.Isaac wrote:Megafont wrote:I think minmay's observation is likely correct about a party member being over burdened, but I recall that that door is particularly tough.![]()
Code: Select all
Texture Resolution: high (3)
Rendering Quality: low (1)
=== Benchmark Results ===
start (19,29,0,0,31): 12.0 fps (83.3 ms)
twigroot (13,29,0,0,19): 10.0 fps (100.0 ms)
river (2,9,1,0,22): 10.0 fps (100.0 ms)
swamp (1,13,1,0,33): 10.0 fps (100.0 ms)
hamlet (14,0,2,0,6): 10.0 fps (100.0 ms)
mine (2,19,1,0,16): 26.3 fps (38.0 ms)
ruins (5,16,1,0,8): 30.0 fps (33.3 ms)
sewer (15,16,2,0,7): 10.0 fps (99.9 ms)
tomb (20,12,3,0,3): 49.7 fps (20.1 ms)
catacomb (1,28,1,0,14): 15.0 fps (66.7 ms)