No So Secret JP adjusted?
Yes it’s buggy since Wintersday. You have to swap weapons mid air, to slow down. Or just try it this evening, when wintersday is over.
I do NSS on a really regular basis. I offer dual portals to the JP and goggles with two mesmer alts once a week or so, sometimes more often, and I’ve noticed this happen on multiple occasions. I think it’s to do with latency and lagspikes, as this happens significantly more often when my connection is poor and my ping is spiking.
I’m assuming it relates to character positioning. I may be mistaken, but I think when the server receives your character’s positional and movement data from your game client, it extrapolates your character’s new placement based on where your starting point was and how long you held your movement keys. If this is correct, when there is a brief lagspike or you have a poor connection, the game servers will instead try to approximate your position as closely as possible. This isn’t usually a big deal when you’re on regular terrain as a slight shift of a few pixels in one direction or another won’t drastically change your gameplay experience, and I wouldn’t be surprised if in fact your game client overrides the server’s assumed positional data for your character if it’s within a few degrees of “closeness” to the server’s approximation.
However, in places like NSS where there are game mechanics tied directly to movement like the jump pads and cogwheels, this approximation can be a bit more drastic in where it will put you. If the server thinks you’re a few steps ahead of where you actually are, it will launch you further than you intended. Similarly, if your character is moving in a certain lateral direction (forward/backward/left/right) at the time a jump pad launches you, it will launch you in the direction you were moving a little bit. What this means is that all of those movement mechanics in NSS like the jump pads and the cogwheels can be interfered with to adjust where they put you. Most of the time you won’t experience it, but if you move at just the right moment before a cogwheel spins you will notice that it launches you slightly further (if moving forward when it goes off) or a bit shorter distance (if facing forward while moving backward when it goes off). Same goes for the jump pads.
(Sidenote: While this is usually a detriment to players trying to complete the JP, it can be used to your advantage if you get the timing just right. Particularly on the final jump before you reach the goggles— you can start to move forward just as the jump pad launches you and you’ll land on the goggles platform directly, instead of the little pipe that sticks out. It takes a bit of practice but it can be perfected to become repeatable relatively easily)
With all this in mind, it’s not really any surprise that those cogwheels and jump pads can play wonky sometimes. Best advice I have for this jumping puzzle is to give yourself plenty of time between jumps to let your nerves calm, and make sure your ping isn’t spiking before you jump on the cogwheels.
I understand that this is probably not the answer you were looking for, but that’s the best explanation I can give.
Good luck!
There have been a few recent posts about this issue in the Not So Secret Jumping Puzzle. Perhaps, a bug-fix is on the way.
Good luck.
Try it again today; the update might (or might not) have returned things to the way they were before Wintersday.
Wild speculation: they might bug out again during Lunar’s New Year. (Speculation based on the idea that someone did a copy/paste for festivals, that accidentally included a mechanical change to gears.)
Can sombody tell, if the cogwheels are still buggy?
A very nice and talented guild mesmer got me the dive achieve last night and by his reports yes, yes they are still quite buggy. Thanks to this thread I was able to relay drunkenpilot’s hint about moving during the launch so the mesmer could handle a pair of sync’d cogs and get the group to the diving platform.
(His “reports” being an implied stream of cussing on the subject as he got badly cogged over and over — certainly wasn’t l2p on his part, he’s a genius jumper who can get up top in the JP in a few minutes and also had just brilliantly and quickly led us through the LA rooftop JP before the divemaster run).
I don’t think I actually ran NSS at all during Wintersday, come to think of it. Just got on tonight and decided to run the JP, and I now see what you’re all referring to. My bad. Struggled my way through the initial jumps only to find that the launch pads have been significantly amped up. They throw you much farther than they ever used to, and some of even the initial jumps are out of whack. I decided to forgo the cogwheels entirely and relied on Experimental Rifles to leap my way across those gaps. Hopefully these issues can be addressed soon, I’m sure they’re aware of it but maybe submitting in-game bug reports wouldn’t hurt.
Having said that, I have parked a couple of mesmers there, at the airship/chest and the goggles and will leave them there through the duration of Lunar New Year. If you see this post and you’re struggling to get through the jumping puzzle and need to complete a legendary collection or the dive master achievement, feel free to add me and message me in-game when you see me on. I’m happy to help.