Troll's Revenge - Checkpoints Please
Suggestion : when doing JP, skills are disable. (Elite jp) for you,.
Yeah, I mean anyone who suggests that they shouldn’t have checkpoints because this is meant to be an “elite” puzzle is living in a delusion. The existence of Mesmers already blows that concept out of the water. The only way they could make this puzzle into an “elite” one, converting it all into featureless white cubes since we’re just talking about skill here, would be to remove the “ground” from it, so that if you fall, you fall hundreds of feet into water, making it impossible for a Mesmer portal to reach back up to where you fell from. In that case, it would be an elite puzzle, because the only ones who could reach the end are ones who did so honestly, but so long as Mesmers can portal people back (which, for the record, I support), there can be no claim that this is an “elite” puzzle meant only for “elite” players to complete.
you spend complaining about it on the forums, you’d be
done by now.”
But . . . but . . . achievements!
Mesmers are porting people to the key chests. I see call outs in map chat several times in LA… The people who take these ports probably also complain that the game is too easy and there’s nothing for them to do
Long buggy puzzles like this one filled with invisible walls, surprisingly slippery spots, surfaces without collision that look like they’ll support you but let you go through and spots that are pain to see even with the collision sensitivity slider all the way to the right or even first person, are no fun without checkpoints, as they become more of an exercise of frustration and waiting for mesmers rather than a challenge.
Why are mesmer portals even allowed in the first place in jumping puzzles? There should be checkpoints, and dampener effects that prevent portals being used to get in and out of the puzzle. Mesmers portals in jumping puzzles should be limited to helping people in small and particular parts of the puzzle, not to get all the way to the end.
In fact, all puzzles should get such dampener effects. And there should be a core Mastery for jumping puzzles. The first track would unlock checkpoints for all of them, another would decrease fall damage within puzzles, another would open shortcuts in some of them to skip annoying parts, another improve rewards when they are done within a time and without using shortcuts (a timer would be started using an item at the start) and so on.
The new jumping puzzle ’Troll’s Revenge’ is located in Lions arch and can easily be reached by using mesmer portals. In total you need 4 keys, before you can open the end chest. The four keys can be obtained by using the mesmer portals in the following locations:
Key 1: https://www.youtube.com/watch?v=6SqjS6soqjc
Key 2: https://www.youtube.com/watch?v=eF8x2ocNvZ0
Key 3: https://www.youtube.com/watch?v=SAQpcvecRcc
Key 4: https://www.youtube.com/watch?v=jGE6p6rvNbI
I think this jumping puzzle needs to be renamed. “Mesmer’s Keys Jumping Puzzle”.
After going through the puzzle completely I think it would be nice to have a “midpoint” oh crap I fell but I can get back up midway spot. Not an easy way mind you, and I don’t think it will trivialize the puzzle.
In the cafe where the birds are on the lines is where I had the most trouble getting up the wooden scaffolding. Perhaps if there was a way back up in there so if you fell somewhere between key 2 and 3 you could make your way back up and resume the puzzle.
That way when you fall, it’s not too bad just to start over to get to key 1/2 and if you mess up between 2&3 there’s a way to get back up and not have to start completely over.
It’s a hard puzzle, but also pretty darn fun. My only issue was figuring out where to go in the cafe. I tried to use as little guide help as possible and I think I found a faster way to get to key 1 than the guide showed.
I should also point out that Anet has not fixed the random porting when relogging. I was at the end of the JP, went to heart of the mists, came back, relogged, and was moved to the north WP.
I like that players can use portals to ease the puzzle, but I don’t think they should be a requirement…. which is what it feels like right now.
Trial and error usually isn’t good design. This puzzle kind of demands that players bump their head into a wall over and over again, till they figure out where to go. And they have to restart the puzzle all over again every time they fail a jump, or go the wrong way. Without a clear end goal, “going the wrong way” is pretty much guaranteed.
Please make this JP a bit more user friendly.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
I like that players can use portals to ease the puzzle, but I don’t think they should be a requirement…. which is what it feels like right now.
Hrm, well I prefer inter-reliance of players to game-given normality. That is, if players need to (the horror!) talk to one another and organize Mesmers to port through the JPs, that’s awesome IMO. Much better than game-normalized checkpoints.
Mind you I hail from EQ1 originally. Wizards and Druids or days of travelling the world. In a group, or you’re just mob-fodder, or am a Monk or Necro who can feign death.
I <3 that. We need incentive to talk to each other in this game, and making us reliant on one another is one of the easiest ways. Ofc, each class should have 1+ things they do for the other classes which helps with general QoL.