I've been noting this suggestion thread title in passing a lot and finally got bored enough to read it. Was a bit surprised to see mostly support, honestly, given that the two things I have been paying attention to (dragon restore achievements and breed dragon pursuits) have gotten a lot of people flak for objecting because "Well, you don't need to do all of them", so I expected this thread to be primarily more of the same.
I'm conflicted on how I feel about it. Personally I haven't even reached the 400k mark yet, but that doesn't make me want it removed - the opposite, I want to keep trying for it.
It absolutely sucks that some people have internet, device, or personal disability issues that keep them from even getting close, but it's not possible to make everything universally accessible to all life circumstances - a game based around quick reaction times and a stressful timer is never going to work in some cases, but that doesn't mean such games shouldn't exist.
I particularly don't get the posters saying it shouldn't be an achievement because the amount of treasure you get for high SS scores isn't worth it. If economic sensibility were the measure, there shouldn't be fairground achievements for anything besides G&G, and strike off a lot of other ones too (those Swipp ore trades burn I tell you). Sure, I'd like to see payouts balanced someday, but the other games still deserve achievements in the meantime.
Or that it's not fair because you can lose if you get distracted for a second - SS has a pause button, unlike Artifracture. In that, I think it's much more 'take a break to go deal with RL, or rest your eyes and wrists'-friendly.
(I do like the 'save your progress if you get disconnected' idea that was brought up, though.)
Not getting involved in the suggestion thread because 1) I don't want to get jumped on and 2) I wouldn't actually mind if it got removed or changed. Just bemused by what I'm reading and curious how others here feel. (Also, if anyone has any tips/tricks/guides, I'd love to read them. Is there a most optimized level?)
i too will not jump in just because i don’t want to interact with that particular board, but i do agree with changing the achievement in some way if it needs to be done. although i’m more of a supporter of just fixing the game already- it’s WAY too broken right now for me to even bother trying for that achievement anymore.
regarding you saying “there’s a pause button”, it doesn’t really work. shits broken and tends to make your wall of blocks shoot up several rows after you unpause. losing a good game because of that was really the nail in the coffin for me to leave this shit alone until the game Maybe gets fixed. also, why the hell do the speeds get that fast if it says there’s a limit?
i think my issue is that it removes a lot of the “test of skill” aspect when your game is so buggy. it’s more of a “test of whether or not your round of shock switch is gonna work this time” and that’s why i personally take issue with it. honestly i wish they’d fix their games before putting forward achievements like that, it gives me the sense that they didn’t actually test it. i think it’s only been able to slide by for all theee years because people were mostly ignoring it, and the cheevo is now shining a light on the poor quality of the game.
I saw people referencing the pause button thing in the thread too, can't say I've seen it myself yet when I use pause, but I don't doubt you or them that it exists. So yeah, fix that irrespective of anything else. (And on the topic of 'games I was mostly ignoring until achievements', ugh, when are we getting more 'table space' in Jigsaw?
frankly the shock switch and the runestones achievement bother me the most, a) because the games are both badly coded and tend do randomly just time out and crash (also looking at you coli) b) are outdated as fuck, you can just tell those 2 games are the oldest ones around, the newer ones like G&G and artifracture run way smoother than those 2 other old jank ass games
those both are not like impossible because people lack the skill and dedication, both games are just so fucking broken and cumbersome that is just not fun to do those
frankly just make the points for both achievements cumulative and be done with it, for those who can do it, can do them in just one play and the other people can just slowly grind away at it in short bursts
haven't verified myself but i heard the pause button is glitched?
the FR server also keeps dropping me in the middle of games. it doesn't do this with coli or anything else. so that's another annoying non skill based impediment to completing the achievement.
I honestly didn't realize anyone was having trouble with that game, beyond maybe the part where games will sometimes lose connection randomly, until all this. I'm having a way harder time getting the 50k Runestones achievement, still haven't managed that one after multiple tries. But I got Shock Switch in one. Set it to an easy mode, use the button that scrolls it up faster so you're not spending most of your time waiting. Worked like a charm for me.
Site performance is very hit and miss across the players, it seems, from looking at bug reports every now and then.
It doesn't even seem to be linked directly to specific devices or internet browsers, some people just have constant terrible experience with one or more areas of the site for seemingly no reason.
I'm currently hopping back and forth between Normal and Hard, Normal lets you make more chains but gets a bit boring. (Managed 500-600k after checking a guide on chaining.) I guess I should try easy and just lean on the scroll button.
And yeah, I haven't seen any glitches or errors either.
And all this is kind of my point: I like that I'm not good enough to get this achievement yet, that I have to strategize and optimize and practice and keep trying. All the others are either pretty easy to nab immediately, or are of 'just keep doing the easy thing over and over for many days' variety'.
(For Runestones, the method that works for me is start in a corner, click the four tiles in the bottom-left (first two in each of the first two columns) and remember them only. Then proceed up the column, clicking tiles and don't really bother paying attention unless they match one of your four (or you stumble across an easy match elsewhere). Basically click through the board chanting 'fire lightning truth clan, fire lightning truth clan' or whatever. When you find a match to one of those, go back and make it. Once you clear out two, memorize the next two up in the left column and start over (so now you're chanting 'fire truth metal plague' or etc). After a few rounds of this, you might internalize where some of the tiles you've clicked past several times now are, so if you find a match for one of those, you can quickly go back and grab it.)
For Runestones, I do the same but with only 2 runestones at a time, and it's somehow easier that way for me, I'm getting closer to the achievement now. I also give myself permission to re-check those 2 tiles as many times as needed, and that helps too.
For Runestones it also helps that you make words with the tiles you flip, like fire-pillar, venom-water, etc., also saying the stuff out loud somehow helps. I haven't yet cracked the 50k yet but was several times very close. I tend to panic at the end always lol
I'm sooo conflicted on how I feel about it. On one paw, I agree with having a select few achievements be particularly challenging, because they feel good to conquer. On the other paw, Shock Switch is such fucking bullshit. Personally, I've not experienced any ragequit-inducing bugs or glitches or hiccups with the game, which I'm thankful for, but getting 1 mil points is astronomically strenuous. I play with keyboard controls on the hardest difficulty. My highest score is 896k. That score took me 26 minutes. I have game over-d repeatedly at 26 minutes of playtime on ultra hard. By that point, my heart is pounding, I'm breathing fast, and my hands are stiff and aching. (I'm also grateful to not have arthritis or carpal tunnel or a heart condition, I can't imagine putting up with this otherwise.) In fact, I just finished another 26 minute run about 20 minutes ago and my heart is *still* racing. This shit is exhausting. Even while earning points as fast as possible, the achievement is a marathon that demands too much. And yes, I do pause the game when real life calls.
I hate the achievement. I despise it. ...But I don't know if I'd want to change it. Maybe it's my internalized "git gud" mentality making me want to cling to it. Maybe we just have to suck it up and assume this is exactly what the devs intended for us to go through. Maybe the devs weren't thinking at all when they made it. I don't know. My brain is fried. My spoons are drained. I hate Shock Switch
i'd recommend just. not using the very hard difficulty. after some practice with chaining i got the achievement pretty easily on easy/normal (can't remember which)
if you haven't looked at any shock switch guides id recommend doing so
Shock Switch is a "Panel del Pon" like, and as someone who over-played variants of those games in my youth I found it easy to get the achievement (the precise versions being Pokemon Puzzle Challenge for the GBC and Puzzle League for the DS). Though, I don't have precise time on how I got the achievement because it was ready for me to claim on June 8th despite my not really played Shock Switch much since I was a newbie in 2016.
I tried playing it again after achievements were added, and, yes, I notice the jank. Naively, I would think that it would be easier to play the game with mouse and keyboard controls than a controller, but in Shock Switch I end up mis-clicking way too often. I think it is because, on the console games, the cursor is locked to the blocks you are about to swap until you move the Dpad to change it, and it remains there even if more blocks get pushed in from the bottom so there is no ambiguity over which blocks will get swapped when you click. This is much better than what SS has, with the cursor following the mouse exactly making it difficult to know what will happen when you click while the blocks are constantly moving. Things I end up doing in Shock Switch that never happened to me in Puzzle League: I click on some blocks I intend to swap, but I didn't move the mouse far enough so I ended up clicking the blocks next to them instead. Or, I try to make a move but the blocks behind me have "slipped" and I clicked on the blocks under them instead. This is not a good experience, and it's made worse by the time pressure. So, despite the fact that I got a high enough score at some point in the past that qualified for the achievement, even I, someone who has played these kinds of games for probably dozens or hundreds of hours, struggle a bit. I don't know the best solution for these problems with a mouse-based control scheme, but it's definitely a problem that staff should consider addressing if they're going to maintain the game long-term (though, question for FR players who have been around even longer than I have: have they EVER updated the code for an old Fairgrounds game? I don't just mean adding new puzzles to Jigsaw or Tidal Trouble, I mean updates that change how Fairgrounds games play at a code level).
One other thing I remember from the console PaneldelPon-likes I played in the past is that those games had a puzzle/training mode, where they encouraged the player to learn how to set up chains and combos in a more controlled situation (no time limit or new blocks coming in from the bottom). Furthermore, they also contained more modes, such as a "battle" mode in which you had to make lots of chains and combos to progress, not just outlast the timer (and were also way more fun, from what I recall). This tiny HTML5 clone of the game with only one mode is a mere shadow of the experience and I don't blame people for having a hard time with it.
TL;DR: Shock Switch is a bad clone of a good puzzle game, and is missing needed features in the controls as well as a puzzle/training mode.
As far as guides go, if you have a gamepad and are not opposed on principle, try emulating Pokemon Puzzle League or Pokemon Puzzle Challenge (Game Boy Color or Nintendo 64), or, if you don't want it to be Pokemon-themed, Puzzle League for the DS. All three of those are more complete games that play better than Shock Switch and can teach you how to execute chains and combos better for high scores.
I actually still have my old hard copy of Puzzle League, I remember playing it for HOURS on end as a kid. Yet, shock switch feels so dull in comparison, maybe because there isn't a versus system in it.
Oh man, I had Pokémon Puzzle League for the N64 and feel like nobody else ever played that game lmao. I loved it, it was definitely better made than Shock Switch!
I have been staying out of it, because I am also conflicted.
On the one hand, I see nothing wrong with achievements for games that require some skill/hard work to obtain. It can give a sense of accomplishment to be able to sit back and say 'finally' after getting them.
I do see how that wouldn't sit well with some people who want to be completionists and get every single achievement, but I honestly don't really think a game should be catered to that particular playstyle.
On the other hand, I do see how the games *need* to be optimized and any bugs there might be fixed, as well as adding pause buttons (that work as intended) to all games that are on a timer.
As you said, sometimes things cannot be made universally accessible. That doesn't mean that FR shouldn't do the best it can to try to make things more accessible. But I also think that some players also need to realize that sometimes things cannot always be perfectly 100% accessible, and that it is up to the players to determine whether or not it is worth the time to do it (things like shock switch, familiar bonding, daily pursuits that players can lock themselves out of and so on). Again, doesn't mean that FR shouldn't *try* to make the games *as* widely accessible as they can, just that sometimes a game/mechanic by its very nature will not be accessible to everyone. (as you said about shock switch being about quick reaction times and a timer.)
Whew, got it. 1,040,160, took just under an hour in easy mode, thanks to the poster who suggested that. Definitely took some brain rewiring from more Bejeweled-ish games like Artifracture.
(One thing I wasn't sure about, and I'm still not sure if I was doing it optimally - whether to use the switch ASAP once powered up (pushing up the screen first of course) so you could get started charging it again, or save it for use as a panic button.)
Would also be interested to know what happens to the score of a game in progress if you have the connection issues many have mentioned. I pretty much stopped trying once I hit the benchmark because playing longer felt like risking that score not getting saved.
Aaand going to claim it, saw I got the 28-days-80-health one too. (I usually only feed up to 82% and occasionally whoops myself out of my bonus, so I was mildly tense about resetting the clock on that one. Glad to have it over with.)
Thanks for the info. In that case, I vehemently repeat my support for some type of 'soft save' option that would reduce the pain/impact of connection problems while playing this game without reducing the challenge factor (already done somewhat since the achievement was nerfed).
My 2 cents after skimming the thread are: Either the achievement needs to change, or the game needs to be fixed up. If the pause worked as intended and they sorted out the random dropped connection issues there would be literally no issues with the achievement.
Realistically, changing the achievement to cumulative is probably easier, but I'd still much rather them just fix the game.
One thing with changing the achievement to cumulative is that if they do, I feel that it should really be increased so that it takes multiple days to obtain it.
From the looks of it, it is meant to be an achievement that is harder to obtain, so it shouldn't be something that people can get in a day or two (since a lot of people have said they can get to 700K or so before losing).
ayrt, strongly agree that they'd have to up the points requirement noticably if they decided to make it cumulative. I'm a bit biased though because I'm a fan of the cumulative achievements in general, they encourage me to do something other than just G&G - I've gotten back into Tidal Trouble recently and it's been good fun.
Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-04 08:25 am (UTC)(link)https://web.archive.org/web/20230609210514/https://www1.flightrising.com/forums/sug/3245703/
I've been noting this suggestion thread title in passing a lot and finally got bored enough to read it. Was a bit surprised to see mostly support, honestly, given that the two things I have been paying attention to (dragon restore achievements and breed dragon pursuits) have gotten a lot of people flak for objecting because "Well, you don't need to do all of them", so I expected this thread to be primarily more of the same.
I'm conflicted on how I feel about it. Personally I haven't even reached the 400k mark yet, but that doesn't make me want it removed - the opposite, I want to keep trying for it.
It absolutely sucks that some people have internet, device, or personal disability issues that keep them from even getting close, but it's not possible to make everything universally accessible to all life circumstances - a game based around quick reaction times and a stressful timer is never going to work in some cases, but that doesn't mean such games shouldn't exist.
I particularly don't get the posters saying it shouldn't be an achievement because the amount of treasure you get for high SS scores isn't worth it. If economic sensibility were the measure, there shouldn't be fairground achievements for anything besides G&G, and strike off a lot of other ones too (those Swipp ore trades burn I tell you). Sure, I'd like to see payouts balanced someday, but the other games still deserve achievements in the meantime.
Or that it's not fair because you can lose if you get distracted for a second - SS has a pause button, unlike Artifracture. In that, I think it's much more 'take a break to go deal with RL, or rest your eyes and wrists'-friendly.
(I do like the 'save your progress if you get disconnected' idea that was brought up, though.)
Not getting involved in the suggestion thread because 1) I don't want to get jumped on and 2) I wouldn't actually mind if it got removed or changed. Just bemused by what I'm reading and curious how others here feel. (Also, if anyone has any tips/tricks/guides, I'd love to read them. Is there a most optimized level?)
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-04 09:23 am (UTC)(link)regarding you saying “there’s a pause button”, it doesn’t really work. shits broken and tends to make your wall of blocks shoot up several rows after you unpause. losing a good game because of that was really the nail in the coffin for me to leave this shit alone until the game Maybe gets fixed. also, why the hell do the speeds get that fast if it says there’s a limit?
i think my issue is that it removes a lot of the “test of skill” aspect when your game is so buggy. it’s more of a “test of whether or not your round of shock switch is gonna work this time” and that’s why i personally take issue with it. honestly i wish they’d fix their games before putting forward achievements like that, it gives me the sense that they didn’t actually test it. i think it’s only been able to slide by for all theee years because people were mostly ignoring it, and the cheevo is now shining a light on the poor quality of the game.
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-04 09:40 am (UTC)(link)I saw people referencing the pause button thing in the thread too, can't say I've seen it myself yet when I use pause, but I don't doubt you or them that it exists. So yeah, fix that irrespective of anything else. (And on the topic of 'games I was mostly ignoring until achievements', ugh, when are we getting more 'table space' in Jigsaw?
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-04 10:26 am (UTC)(link)a) because the games are both badly coded and tend do randomly just time out and crash (also looking at you coli)
b) are outdated as fuck, you can just tell those 2 games are the oldest ones around, the newer ones like G&G and artifracture run way smoother than those 2 other old jank ass games
those both are not like impossible because people lack the skill and dedication, both games are just so fucking broken and cumbersome that is just not fun to do those
frankly just make the points for both achievements cumulative and be done with it, for those who can do it, can do them in just one play and the other people can just slowly grind away at it in short bursts
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-04 02:27 pm (UTC)(link)the FR server also keeps dropping me in the middle of games. it doesn't do this with coli or anything else. so that's another annoying non skill based impediment to completing the achievement.
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-04 03:17 pm (UTC)(link)Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-04 04:22 pm (UTC)(link)It doesn't even seem to be linked directly to specific devices or internet browsers, some people just have constant terrible experience with one or more areas of the site for seemingly no reason.
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-04 11:45 pm (UTC)(link)I'm currently hopping back and forth between Normal and Hard, Normal lets you make more chains but gets a bit boring. (Managed 500-600k after checking a guide on chaining.) I guess I should try easy and just lean on the scroll button.
And yeah, I haven't seen any glitches or errors either.
And all this is kind of my point: I like that I'm not good enough to get this achievement yet, that I have to strategize and optimize and practice and keep trying. All the others are either pretty easy to nab immediately, or are of 'just keep doing the easy thing over and over for many days' variety'.
(For Runestones, the method that works for me is start in a corner, click the four tiles in the bottom-left (first two in each of the first two columns) and remember them only. Then proceed up the column, clicking tiles and don't really bother paying attention unless they match one of your four (or you stumble across an easy match elsewhere). Basically click through the board chanting 'fire lightning truth clan, fire lightning truth clan' or whatever. When you find a match to one of those, go back and make it. Once you clear out two, memorize the next two up in the left column and start over (so now you're chanting 'fire truth metal plague' or etc). After a few rounds of this, you might internalize where some of the tiles you've clicked past several times now are, so if you find a match for one of those, you can quickly go back and grab it.)
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-05 06:34 pm (UTC)(link)For Runestones, I do the same but with only 2 runestones at a time, and it's somehow easier that way for me, I'm getting closer to the achievement now. I also give myself permission to re-check those 2 tiles as many times as needed, and that helps too.
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-06 06:38 am (UTC)(link)For Runestones it also helps that you make words with the tiles you flip, like fire-pillar, venom-water, etc., also saying the stuff out loud somehow helps. I haven't yet cracked the 50k yet but was several times very close. I tend to panic at the end always lol
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-04 10:59 pm (UTC)(link)I hate the achievement. I despise it. ...But I don't know if I'd want to change it. Maybe it's my internalized "git gud" mentality making me want to cling to it. Maybe we just have to suck it up and assume this is exactly what the devs intended for us to go through. Maybe the devs weren't thinking at all when they made it. I don't know. My brain is fried. My spoons are drained. I hate Shock Switch
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-19 05:31 pm (UTC)(link)if you haven't looked at any shock switch guides id recommend doing so
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-05 01:01 am (UTC)(link)I tried playing it again after achievements were added, and, yes, I notice the jank. Naively, I would think that it would be easier to play the game with mouse and keyboard controls than a controller, but in Shock Switch I end up mis-clicking way too often. I think it is because, on the console games, the cursor is locked to the blocks you are about to swap until you move the Dpad to change it, and it remains there even if more blocks get pushed in from the bottom so there is no ambiguity over which blocks will get swapped when you click. This is much better than what SS has, with the cursor following the mouse exactly making it difficult to know what will happen when you click while the blocks are constantly moving. Things I end up doing in Shock Switch that never happened to me in Puzzle League: I click on some blocks I intend to swap, but I didn't move the mouse far enough so I ended up clicking the blocks next to them instead. Or, I try to make a move but the blocks behind me have "slipped" and I clicked on the blocks under them instead. This is not a good experience, and it's made worse by the time pressure. So, despite the fact that I got a high enough score at some point in the past that qualified for the achievement, even I, someone who has played these kinds of games for probably dozens or hundreds of hours, struggle a bit. I don't know the best solution for these problems with a mouse-based control scheme, but it's definitely a problem that staff should consider addressing if they're going to maintain the game long-term (though, question for FR players who have been around even longer than I have: have they EVER updated the code for an old Fairgrounds game? I don't just mean adding new puzzles to Jigsaw or Tidal Trouble, I mean updates that change how Fairgrounds games play at a code level).
One other thing I remember from the console PaneldelPon-likes I played in the past is that those games had a puzzle/training mode, where they encouraged the player to learn how to set up chains and combos in a more controlled situation (no time limit or new blocks coming in from the bottom). Furthermore, they also contained more modes, such as a "battle" mode in which you had to make lots of chains and combos to progress, not just outlast the timer (and were also way more fun, from what I recall). This tiny HTML5 clone of the game with only one mode is a mere shadow of the experience and I don't blame people for having a hard time with it.
TL;DR: Shock Switch is a bad clone of a good puzzle game, and is missing needed features in the controls as well as a puzzle/training mode.
As far as guides go, if you have a gamepad and are not opposed on principle, try emulating Pokemon Puzzle League or Pokemon Puzzle Challenge (Game Boy Color or Nintendo 64), or, if you don't want it to be Pokemon-themed, Puzzle League for the DS. All three of those are more complete games that play better than Shock Switch and can teach you how to execute chains and combos better for high scores.
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-05 01:53 am (UTC)(link)Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-05 01:54 am (UTC)(link)Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-05 03:36 am (UTC)(link)Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-05 04:51 am (UTC)(link)Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-05 01:57 am (UTC)(link)On the one hand, I see nothing wrong with achievements for games that require some skill/hard work to obtain. It can give a sense of accomplishment to be able to sit back and say 'finally' after getting them.
I do see how that wouldn't sit well with some people who want to be completionists and get every single achievement, but I honestly don't really think a game should be catered to that particular playstyle.
On the other hand, I do see how the games *need* to be optimized and any bugs there might be fixed, as well as adding pause buttons (that work as intended) to all games that are on a timer.
As you said, sometimes things cannot be made universally accessible. That doesn't mean that FR shouldn't do the best it can to try to make things more accessible. But I also think that some players also need to realize that sometimes things cannot always be perfectly 100% accessible, and that it is up to the players to determine whether or not it is worth the time to do it (things like shock switch, familiar bonding, daily pursuits that players can lock themselves out of and so on). Again, doesn't mean that FR shouldn't *try* to make the games *as* widely accessible as they can, just that sometimes a game/mechanic by its very nature will not be accessible to everyone. (as you said about shock switch being about quick reaction times and a timer.)
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-05 08:44 am (UTC)(link)Whew, got it. 1,040,160, took just under an hour in easy mode, thanks to the poster who suggested that. Definitely took some brain rewiring from more Bejeweled-ish games like Artifracture.
(One thing I wasn't sure about, and I'm still not sure if I was doing it optimally - whether to use the switch ASAP once powered up (pushing up the screen first of course) so you could get started charging it again, or save it for use as a panic button.)
Would also be interested to know what happens to the score of a game in progress if you have the connection issues many have mentioned. I pretty much stopped trying once I hit the benchmark because playing longer felt like risking that score not getting saved.
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-05 08:48 am (UTC)(link)Aaand going to claim it, saw I got the 28-days-80-health one too. (I usually only feed up to 82% and occasionally whoops myself out of my bonus, so I was mildly tense about resetting the clock on that one. Glad to have it over with.)
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-19 05:35 pm (UTC)(link)Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-19 10:41 pm (UTC)(link)Thanks for the info. In that case, I vehemently repeat my support for some type of 'soft save' option that would reduce the pain/impact of connection problems while playing this game without reducing the challenge factor (already done somewhat since the achievement was nerfed).
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-05 09:04 am (UTC)(link)Realistically, changing the achievement to cumulative is probably easier, but I'd still much rather them just fix the game.
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-05 12:34 pm (UTC)(link)One thing with changing the achievement to cumulative is that if they do, I feel that it should really be increased so that it takes multiple days to obtain it.
From the looks of it, it is meant to be an achievement that is harder to obtain, so it shouldn't be something that people can get in a day or two (since a lot of people have said they can get to 700K or so before losing).
Re: Thoughts on Shock Switch achievement?
(Anonymous) 2023-07-06 08:45 am (UTC)(link)