Aetherblade Jumping Puzzle Bad Design

Aetherblade Jumping Puzzle Bad Design

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Posted by: Gumby.1708

Gumby.1708

In my Opinion the new Jumping puzzle is badly designed due to the fact that 80% of the failed jumps result in death.
Dont get me wrong i like the new jumping puzzle its a little bit more challanging and the punishment for falling/failing is you have to start it all over again and its a pretty long way if you fall under the ship. But death isnt necessary, its only acceptable right now because its swarming with players that resurrect you if you fall. Imagine if you are alone and wanted to do it…

A way to improve it would be to add a buff to jumping puzzles that will reduce your health to 99,9% after falling too high and maybe adding some crippling effect, you would be still alive ( and you better not land next to aetherblade thugs :P ) and wouldnt need to start from a waypoint over again.

Another solution would be after the living story is done, add some Lionguard Scouts that have taken over the Aetherblade Base that will resurrect you if you fall to your death.

Its just this one point of criticism i have, otherwise i really enjoyed this new jumping puzzle.

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Posted by: PolarisNova.3867

PolarisNova.3867

I disagree with you, I died a number of times….but I don’t think it is badly designed. Lots of people can complete this. Also…..does there really need to be yet another of these posts? Can’t you use a thread that’s already been started by someone else?

~Lady Amelia of the House of Rose~

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Posted by: Katreyn.4218

Katreyn.4218

I dunno there is a lot of other jumping puzzles in the game that can result in death. So it doesn’t seem too out of the ordinary. Even on low level ones like the Caldeon Forest ones in the Sylvari Starting zone.

It would be nice (but probably will never happen) to have some way to not have to pay continuously on the waypoints or gems for the revive orbs (I have to mention them cause someone would >.>) if you do die alone though. I guess it partly promotes to do it together with someone, but that obviously is not always an option. /shrug

I died a handful of times on the new JP. Mostly from attempting that boggling dive into the well. But I can’t say it feels any different then many other achievements or jumping puzzles I’ve done up to this point in terms of death ratio.

Just my two cents.

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Posted by: Mungrul.9358

Mungrul.9358

I like it, as much like Hidden Garden in Mount Maelstrom or even the final simple jumps in Troll’s End (Lion’s Arch), it gives as close to a “Hard” fail state as is possible in this game.
If no-one’s around to res you or portal you back, you’re going to have to start again.

What I DO think is poor are the amount of badly signposted rocks with poor collision detection that are crucial to progress.
Bounding boxes that result in your character slipping off of terrain when they would otherwise appear to be stood on it is simply bad polish and map design.

Also, while I have the diving goggle achievement, I can’t help but think that having to jump through the mountainside was probably not intentional. It feels like those times you manage to escape the map and can walk through spurious terrain.
In short, that final bit feels unprofessional and unfinished.
If it was done on purpose, I have to raise my eyebrows in consternation at the designer’s ability or lack thereof.

Edit: Oh, and there’s another signposting issue with this jumping puzzle.
The diving goggle platform feels more like the natural conclusion of the puzzle than the actual chest itself.

Please note that due to restrictions placed on my account, I am only allowed 1 post per hour.
Therefore I may take some time replying to you.

(edited by Mungrul.9358)

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Posted by: Hylgeriak.8250

Hylgeriak.8250

I LOVE that kind of design…includes a thrilling component and makes it even more challenging :-) took me a while, but didn’t die once…plz more of this kind of JPs!

btw don’t know why that should be “bad design” – there are several JPs where you can die. why not? you get an achievement…look the meaning of that word up in any dictionary °still has nightmares from dark reverie JP°

Kyrgyz Manas – Gandara[EU]

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Posted by: Danikat.8537

Danikat.8537

I LOVE that kind of design…includes a thrilling component and makes it even more challenging :-) took me a while, but didn’t die once…plz more of this kind of JPs!

btw don’t know why that should be “bad design” – there are several JPs where you can die. why not? you get an achievement…look the meaning of that word up in any dictionary °still has nightmares from dark reverie JP°

I sometimes think everyone should attempt Dark Reverie as one of their first puzzles because after that none of the others seem so bad. Then I wonder if that’s really fair.

(For those who haven’t done it that’s a particularly harsh puzzle, especially considering it’s in a starting area. Almost every fall will kill you, either on impact or because you’ll be swarmed with enemies and if you die and no one is around to resurrect you, which they’re usually not, you have to WP out and then do a whole other jumping puzzle just to get back to the start.)

I haven’t actually completed it yet, although I’ve come very close, but the Aetherblade puzzle doesn’t seem that bad to me. It’s not the easiest by any stretch of the imagination and less forgiving than some like Goemms lab (where you only die and have to restart if you hit a bug) but it’s not one of the hardest either.

Danielle Aurorel, Dear Dragon We Got Your Cookies [Nom], Desolation (EU).

“Life’s a journey, not a destination.”

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Posted by: CorneliusCoffin.3169

CorneliusCoffin.3169

This JP is so old skool, it makes me sentimental. I get kickbacks to the very first months of GW2 when the camera was constantly glitching into walls and objects and 90% of the time you couldn’t see where to go in small rooms. And then, of course, you have the awesome, helpful community that spawns portals and casts spells everywhere to make the otherwise boring jumping puzzle a little bit more visibly challenging ( I mean, what fun is jumping if you see where you need to jump, right?) and who are constantly speedbuffing you so you can get back to the jump you missed (because of the speedbuff) faster.
My take on this is that if you’re into dubstep, you just have to enjoy this puzzle. It’s like dubstep…for the eyes.

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Posted by: Astralporing.1957

Astralporing.1957

I dunno there is a lot of other jumping puzzles in the game that can result in death. So it doesn’t seem too out of the ordinary. Even on low level ones like the Caldeon Forest ones in the Sylvari Starting zone.

There are several factors that can make a jumping puzzle hard.
1. the jumps themselves are hard
2. there’s a time factor that can cause you to rush jumps (thus increasing a chance of making mistake)
3. mistake resets your progress
4. mistake may result in your death (if there’s noone to res you, that usually means resetting your progress as well – but see goemm’s lab and death by bug-falling)
5. the jp is long
ah, also
6. – there are enemies within the puzzle that can kill you (but that is usually a serious problem only for the pvp jps)

The good puzzles usually do not try to include all of those points in one package.

Actions, not words.
Remember, remember, 15th of November

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Posted by: Hylgeriak.8250

Hylgeriak.8250

why are those good ones? because you feel that way? not very objective tbh…

but we had rage quitters also on the mad king’s tower JP or the winter event JP…so same old story – noone is forced to do them if they lack hand-eye-coordination

Kyrgyz Manas – Gandara[EU]

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Posted by: Astralporing.1957

Astralporing.1957

why are those good ones? because you feel that way?

Good puzzles are those that you would want to repeat. Bad puzzles are those that are empty and avoided by players. And I’m pretty sure that in a month it will become a dead puzzle noone will want to do ever.

Actions, not words.
Remember, remember, 15th of November

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Posted by: Samossage.2801

Samossage.2801

This jumping puzzle, is “mostly” ok imo, EXCEPT…
there are some very hard camera angles that make it really annoying to do and every death there just seems unfair.
Anything unfair = bad design.

Especially the last two jumps, which are completely BLIND, because of camera clipping into unseen cliffside above you… those two jumps are just blind luck, adding to the unfair feeling… just these few jumps makes this one of the worst JP’s so far.

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Posted by: Hylgeriak.8250

Hylgeriak.8250

And I’m pretty sure that in a month it will become a dead puzzle noone will want to do ever.

aha…and which JPs are that crowded except for those in LA? there is no need ever for doing a puzzle again after gaining the achievement. so plz, deliver some valid arguments. just u got mad or don’t like that JP it does not mean, it kitten balls. It’s just a solid (if not over average) JP like a lot of thers too with some tricky parts.

Kyrgyz Manas – Gandara[EU]

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Posted by: Equilibriator.8741

Equilibriator.8741

I liked the jp, had complicated bits to it and nice scenery. the warp outside into water was funny, but no idea why they would have that in their hideout.

my only gripe is the very start, its easily doable, but it feels like im sliding of slopes that are near horizontal half the time.

Why can’t the bouncy things be individual to each character, triggering when we step on it, like the dungeon, rather than timed. I wouldn’t be upset to see it bounce up without resetting, because someone else stood on it. It’s not like this game is clip error free with a desperate need to hide any slight overlaps.

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Posted by: neneza.6954

neneza.6954

It is not bad design, it is bad camera! Every JP, and every interior is immense because of bad camera (continuous zooming) and low FOV.

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Posted by: Conner.4702

Conner.4702

It is not bad design, it is bad camera! Every JP, and every interior is immense because of bad camera (continuous zooming) and low FOV.

That’s exactly why it is bad design. It is a known problem so should be avoided when possible

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Posted by: Sebulon.7683

Sebulon.7683

The puzzle is actually pretty nice, quite challenging which I like. But the jump pads… They are so inconsistent, sometimes they launch me kinda forwards-up and sometimes don’t. It really frustrated me.

Had to try the dive 7 times before I got the achievement. So I had to do the jp more than 7 times, because I failed a couple of times. Spent quite the time there. Was frustrating, but the feeling when you finally succeed is so good!

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Posted by: Timze.7980

Timze.7980

The new Jumping Puzzle is good, not great but good still.

This jumping puzzle uses bit too much these “fail and do it completely again” jumps. I would like some more “checkpoints” where you would either tele back or just wouldn’t need to start all over again. Currently this isn’t going to be too hard since there are quite much people to ress you.
However; when the time goes by about 3-5 days there aren’t going to be this much people to be jumping with you and this can get quite annoying.

Then about the Diving Goggles.
Too much about pure luck here instead of skill. At first you don’t even have idea where to jump. (be honest, most people check now guide to make sure they don’t fail here) Once you get idea where to jump it’s still pure luck that you jump on right point since you can’t see a thing since there is “illusion wall”

TL;DR = Good atm, gets stupid soon when there aren’t going to be people to ress you…

If you are reading this, you are only waisting your time!
Still reading this? You know there is something better to be done for sure. -.-’’

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Posted by: Renkencen.6127

Renkencen.6127

Agreed given the fact that part of the jp is pretty much a do or die sort of situation (like the jumping platforms to the goggle).
While I agreed having an npc res you after you die from falling but an nice alternative would be after dying from a fall, you are res from a checkpoint sort of place like Griffonhook run.