Dungeons - Jumping Puzzles

Dungeons - Jumping Puzzles

in Suggestions

Posted by: hexadecimalwtf.4203

hexadecimalwtf.4203

Some parts of the dungeons have mini jumping puzzles to advance to a higher level of the dungeon. I noticed this mostly in fractals because its all I have really done. Some of the spots require everyone to do the jumping puzzle themselves. This will lead to issues if a party has a member that can’t make the jumps, either because of lag, physical disabilities, or they are just terrible at jumping puzzles.

If a certain number of the group members reach the top of a jumping puzzle there should be a way to bring the rest of the members up. Say 4/5 or 3/5 members make it to the top, they can disable to the jumping puzzle or enable a teleport of some sorts.

This was already a feature in one part of the dungeon where there was a staircase with falling electric waves that needed to be dodge. One of the party members could make it to the top and disable it. ( I don’t know how this one was disabled but it was a nice feature. I was one of the 4 members in my group who couldn’t make it halfway up the staircase.)

Dungeons - Jumping Puzzles

in Suggestions

Posted by: Aron.9708

Aron.9708

I am terrible at jumping puzzles (for me they are falling puzzles). These are usually a group of progressively harder jumps and if you fail on the last one you go back to the beginning. This design is a terrible idea. I got caught being blown off the scaffolding in fractals literally 15 times while the rest of the party waited. Maybe this is fun for some. Not for me. No fun at all. IMO, if you fall off 5 times, the dungeon designer has made their point and the trap should automatically turn off. BTW, this is a rule-of-thumb that Anet designers could take to heart and apply in many different ways.

Dungeons - Jumping Puzzles

in Suggestions

Posted by: Sollith.3502

Sollith.3502

I would love to have more Jump puzzles in the dungeons, but tastefully in that respect. Ones with lots of random “winds” and stuff should be avoided; jumping across scaffolding and figuring out where to jump to next is great.