Jump pads are too buggy/laggy for goggles
I’m having the same issue. Vertical jump pads give different heights each jump, and horizontal jump pads randomly fall short of the intended distance.
I’m not sure if it’s network lag, server lag (due to the hordes of people around today) or something else entirely, but the jump pads in dragon arena suffer from similar problems.
It’s just a minor annoyance in the regular JP, but on the way to the googles, every time it bugs you’re going all the way down. I stepped onto the first of the jump pads (on the first floating platform) four times. Three times, I fell short. Not just a little bit short, I barely got half the distance. I don’t think I want to try again.
Those pads are working as intended, perfectly fine.
Both pads – those for horizontal leaps and those for vertical jumps – are triggering every three seconds regardless of your position. Thats been introduced to reduce the lag you are speaking of because ArenaNet knew the JP would be flooded with players. As such, those pads dont trigger on player contact but in intervals.
Regarding vertical jump pads: They save your last movement done on them and when they trigger, you jump into that direction. This is as well done on purpose, you can actually decide which way to fly. That also may explain the different jump heights because a directed jump isnt as high as an undirected one.
Regarding the horizontal leap pads: The leap also happens on a three second interval and the direction is based on where your character is facing. Only problem is that if you stand too far on one side of that pad, that facing direction gets skewed downwards, thus the leap is kicking you downwards.
TL;DR: Think twice before hopping on any pad. Hop on it right after it triggered, then take the time until the next trigger to determine direction based on the intel you just learned.
They are not working as they shoud. Those pods are one big bug.
Just wait for the number of people to thin out a bit and it should be a lot more reliable.
They are working as i´m saying. Everything else might be up to your connection / pc not being able to handle the additional strain of that mass of players, period.
They are working as i´m saying. Everything else might be up to your connection / pc not being able to handle the additional strain of that mass of players, period.
Doesn’t mean the pads are well designed
They need to finally fix that kittening camera -.- 10 months in and it still blows.
They need to finally fix that kittening camera -.- 10 months in and it still blows.
THIS.
If anything gets between the camera and the character, it’ll zoom out all the way to the character. It’ll often also turn on its own, and wobble whenever there’s the slightest physical obstacle, even if it’s invisible.
Sometimes it doesn’t even have to be between the camera and the character. I can just be something angled near the feet behind the character, like the steps of a stair.
Instead,the camera should doing other things like:
- Cutting a cylinder from the camera to the character in which nothing in front of the character is rendered.
- Make any object covering the character translucent.
- Draw the outline of the character behind the object.
- Add first person.
ANYTHING but zooming in and out like crazy and wobbling the camera like a drunken skritt.
- I had to do Mad King’s Clocktower LOOKING AT THE FLOOR THE WHOLE PUZZLE .
- I had to resort to get the a mesmer portal for skipping stones because on each skip the camea zooms in, turns, and then zooms all the way back and turns away. So it’s impossible to know where I’m going.
- During the cage fights in SAB, the camera kept zooming in to the cage every time I went near any of the corners of the cage. And it wasn’t even between the camera and the character! IT also zoomed in on everything angled in front of the character. Like the steps of a stair, the corner of a branch, or the borders of the lillypods during the King Toa battle.
- During the Fritzz, EVERY time I get near a one of the stacks of crates, the camera would zoom in all the way to the ground. And GOT STUCK THERE for over a second!
- And I can’t get up there to use those goggles because no matter how I orient the camera, instead going in the direction I’m looking at by holding the right mouse button, I go to a seemingly random direction.
(edited by MithranArkanere.8957)
Jumping with goggles is too hard Jumped 5 times and was killed by this pipes( And then do whole JP again and again
game is so lagy tonight these jumping pad’s and spining cogs are not working properly and i agree this dive location is a total troll get all the way up to the top of a very dificult jumping puzzle avoiding death at allmost every jump along the way only to have to make a blind leap of father to god knows where hopeing you will not hit anything on the way down after 20 odd deaths im realy geting sick of it my whole night allmost wasted on this stupid poorly concived dive location
no i take that back it is well thought out but allso a very troll like on the players
They are working as i´m saying.
So maybe they do. And I recognize that an MMORPG engine is entirely different from a FPS engine, and creating proper jumping pads is likely to run into a lot of weird problems I can’t even imagine right now.
For example, firing only once every three seconds should not be needed, but I recognize that there can be circumstances where it’s an acceptable tradeoff to do, since programming it the right way would’ve taken way more time than is reasonable.
But those limitations of the pads were known by the designers. If you cannot enter a launch pad while it fires, why did they place multiple launch pads in a row, with no way of controlling whether you hit the second pad at the wrong time?
If there’s the possibility that launch pads launch you at a downward vector, why are there no safety nets like in Goemm’s lab so you can try again? Do you really argue that it’s the player’s fault for not knowing about all the undocumented intricacies of this implementation of pads?
If the launch height of jump pads is variable and there’s no way to determine the height at the start of the jump, why are the target platforms often at maximum height, again with no safety net on failure?
There’s two ways to go. One can either spend the time to get the jump pads right, so they work like expected for the puzzle. The other way is to recognize the limitations of the pads and design the puzzle in such a way that the limitations don’t hurt the experience. Neither has been done.
You can argue all day that the pads are not “bugged” and “working as intended”, but you cannot deny that the current combination of pad programming and puzzle design is hurting the experience.
About the horizontal pads, I am under the impression you get the “short distance” when in combat mode (the second pad on blue platform feature a steam vent doing damage). As if you get the combat mode speed reduction on the launch. Anyone can confirm or disprove ? :S
I may be wrong here, but my impression was that with the horizontal “spinner” pads, you got more distance by standing on the left side of the circle than anywhere else, thinking of it a bit like a whip, that’s the point of optimal release.
you spend complaining about it on the forums, you’d be
done by now.”
oh good i thought i was the only one who was having the jump pads issue. i too. they still didnt fix the bug/glitch when u move werid way ur char freezes in a place.
I get major lag on these pads when there are too many players around as well. I just guest at a lower populated server and all is well. Give that a try.
I noticed the inconsistent height on the jump pads too. My workaround was just to jump on one and hop straight up and down on it a few times until I noticed the height was consistent again. I didn’t have any issues with the “leap-across gears” but I don’t even get on them until I have a perfect angle already set up.
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I hate the fact that the jump pads are on a timer instead of working like they do in Dragon Ball, launching immediately when you touch them.
Some of the jumps off the pads require you to start steering your character towards the ledge you need to land on almost instantly as you leave the jump pad, and with that aspect combined with the fact that they’re timed and not instant, it means you have a relatively strict window in which to react to the pad throwing you and start holding forward or else you won’t get enough distance and you’ll miss your jump.
If the pads were instant it wouldn’t be reactionary, you’d know exactly when you were going to be thrown and could start moving yourself in the nessicary direction right away. That would make it a much less frustrating experience, IMO.
That’s only with the jump pads, though. The horizontal “thrust” pads are fine as they are, since all you need to do there is aim yourself in the right direction. You don’t need to hold a direction to land the jumps properly or anything, so there’s no split-second reaction to mess it up.