you spend complaining about it on the forums, you’d be
done by now.”
By “save points” I mean that there needs to be some way of checking in that you’ve made progress, so that if you miss a jump, you are not set back all the way. As it stands, this puzzle has several stages. There is the initial stage to get into the cave. There is the short stage to get inside the Zeppelin. There is the hops under the Zep to the launcher. there is the launches up to the top, then there is the top of the zep and beyond. The problem is, if you fail at any point after entering the cave, you have to start the ENTIRE process over again, short of a friendly Mesmer. I don’t enjoy that sort of jump puzzle.
A better example would be the Obsidian puzzle, which is great so long as no opposing players are involved. In that one, there are about 5-6 discrete stages to it, and after you pass each one, if you fail on the subsequent stage then you fall only to a point where you can continue from the beginning of that stage. If you fall in the dark room, for example, you don’t end up back outside. If you fall in the arena, you don’t end up back in the dark room.
Likewise, there are dungeons like Spekk’s Lab or Goem’s lab, where each time you complete a stage, it makes a checkpoint, and a little robot will teleport you to that checkpoint if you fall. I like these mechanics, it means that you need to master each discrete element of the puzzle to reach that point, but that once you have, you don’t need to do it over and over again just because you’re having trouble with a point much later in the puzzle.
Specifically to this JP, I would suggest having steam launchers stationed throughout the puzzle. These launchers would make you temporarily invulnerable and then launch you ballistically towards specific locations in the puzzle, but you’d have to reach the target points to unlock them.
The cannon could be located on that “control room” sort of space right near the bottom of the puzzle, and would launch you towards the airship interior once you’ve unlocked it. Next, there would be one on the cliff next to the airship that would launch you over the airship and to the point shown in this screenshot or somewhere near there in the puzzle. Then, somewhere near there, would be a cannon that would launch you on top of the zeppelin. More “save points” would be better, but I believe those would cover the big sections that cause trouble. Again, this would not let you skip any content, you’d have to progress to the target area to unlock the relevant cannon, it would just let you more quickly get back to where you fell from, and thes would reset after a certain amount of time.
I agree 100%. I made a similar thread and it was deleted by Arena Net. Hopefully they’ll let yours linger longer..
I wouldn’t mind seeing this, though what I’d really like is a way to res back inside the JP itself rather than the nearby WP. And not because you fall and die a lot, but because depending on where/how you fall, res bugs out and people can’t get you back on your feet – so using the WP is the only way to respawn. That gets very annoying.
I would like to see that and/or an internal waypoint to continue from if you fall. It does not make the puzzle easier, just stages it so you can figure out the next bits. It would certainly encourage me to keep at it until I got to the next bit.
My “peeve” with this puzzle is that it is:
too long
too busy
too contrived
too much of a “good thing”
AND
there ain’t enough recovery areas
AND
everyone AND their brothers are failing at the same points at the same times
Which means:
The “Aethernuts” are spending their time dying laughing—————-instead of playing “ren and stimpy” -or Wily Coyote at his best? !!
I’d love this puzzle if it were “slightly” less creative in scope.
I think this is a great idea. It gets really frustrating to have to redo earlier sections because you missed a jump later on. Then it’s no longer fun. Having save points would keep the positive momentum flowing.
The Aetherblade Second Hideout is basically Dark Reverie Mk II. >.< Unless you’re doing it with friends, you’d better make darn sure you don’t make a mistake or you have to start from the beginning all over again. It’s a fun JP, but VERY unforgiving. I definitely would agree that more “save points” where not so much backtracking is needed would be a welcome addition.
The Aetherblade Second Hideout is basically Dark Reverie Mk II. >.< Unless you’re doing it with friends, you’d better make darn sure you don’t make a mistake or you have to start from the beginning all over again. It’s a fun JP, but VERY unforgiving. I definitely would agree that more “save points” where not so much backtracking is needed would be a welcome addition.
It’s actually way harder than Dark Reverie if you don’t have plenty of people around to rez you. Dark Reverie only has a handful of truly tricky moments, they just happen to be right at the top. This one has many tricky elements.
+1, is very frustrating at this moment. Specially the diving google part.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.