(edited by Inoki.6048)
Jumping Puzzles extremely frustrating
It’s just a game, take a step back relax and breathe, also this JP has Checkpoints throughout it so it is by far one of the More forging JPs in the whole game since if you mess up you get to start partway to most of the way through it.
It’s just a game, take a step back relax and breathe, also this JP has Checkpoints throughout it so it is by far one of the More forging JPs in the whole game since if you mess up you get to start partway to most of the way through it.
That’s the point, you should not be forced to take all checkpoints since we have mesmers.
Games should be fun and challenging I agree, but this is no fun. It has crossed the line where it becomes outright dull and painful.
It’s just a game, take a step back relax and breathe, also this JP has Checkpoints throughout it so it is by far one of the More forging JPs in the whole game since if you mess up you get to start partway to most of the way through it.
That’s the point, you should not be forced to take all checkpoints since we have mesmers.
Games should be fun and challenging I agree, but this is no fun. It has crossed the line where it becomes outright dull and painful.
And that is your opinion, the truth of the matter is that not all content in game will appeal to all players, and with JPs there have always been a wide variety of Difficulty between them, this is no different.
Clunky controls and terrible camera angles make for a bad JP experience for me. I avoid ’em.
I love JP, but haven’t done this yet.
I don’t like to rely on mesmers to do JPs, is too similar to AFKing during events. What’s the point in participating in something if another player is doing all the work?
that it makes every other class in the game boring to play.”
Hawks
It’s just a game, take a step back relax and breathe, also this JP has Checkpoints throughout it so it is by far one of the More forging JPs in the whole game since if you mess up you get to start partway to most of the way through it.
That’s the point, you should not be forced to take all checkpoints since we have mesmers.
Games should be fun and challenging I agree, but this is no fun. It has crossed the line where it becomes outright dull and painful.
What I find dull and painful is people complaining about things they are in no way forced to do. Nobody is forcing you to do that JP if you dont enjoy it, neither its giving any substancial rewards you are missing out on. The most you will get is achievement and mastery point and there is plenty of places to get those anyway. So what is the problem again? Some people enjoy the challenge aspect of it, so let them have it. If it is not your cup of tea, just ignore it. Simple, as that and honestly its mind bogling how some people cannot grasp that.
Also HoT difficulty was already nerfed ones and you want more nerfs? I think not. There are plenty of super casual locations in gw2, let those of us who enjoy some challenge have our place ingame too.
(edited by Rain.7543)
That’s the point, you should not be forced to take all checkpoints since we have mesmers.
They made checkpoints a requirement because of mesmers. They don’t want you skipping the entire thing. They only allow it to keep a casual path open. JPs could have easily been adventures, and far more rewarding because of it.
That’s the point, you should not be forced to take all checkpoints since we have mesmers.
They made checkpoints a requirement because of mesmers. They don’t want you skipping the entire thing. They only allow it to keep a casual path open. JPs could have easily been adventures, and far more rewarding because of it.
I still don’t understand why though considering its the one JQ in the game (other than drydock scratch, which isn’t that hard, just long, and truthfully more of an exploration quest) where you can’t get credit by being ported to the top. And its not the only JQ in the game to offer a mastery point either, so that can’t be it. I really don’t understand why this one got special treatment like this.
@OP – This is by far the worst one in the game imo. And its because theres no good way of knowing where to go next. Soon after the release of Ember Bay, one of the devs said that they had to use ropes to guide them while making it, because they couldn’t remember where to go. This is just a bad design paradigm in that finding the kitten ed path is the hardest part of the JQ, because its not at all intuitive. Please don’t let this one bad JQ ruin your experience of the others. Most of the rest of them are quite enjoyable actually.
It’s just a game, take a step back relax and breathe, also this JP has Checkpoints throughout it so it is by far one of the More forging JPs in the whole game since if you mess up you get to start partway to most of the way through it.
That’s the point, you should not be forced to take all checkpoints since we have mesmers.
Games should be fun and challenging I agree, but this is no fun. It has crossed the line where it becomes outright dull and painful.
What I find dull and painful is people complaining about things they are in no way forced to do. Nobody is forcing you to do that JP
Do your research before posting. It’s rewarded with a mastery point.
It’s just a game, take a step back relax and breathe, also this JP has Checkpoints throughout it so it is by far one of the More forging JPs in the whole game since if you mess up you get to start partway to most of the way through it.
That’s the point, you should not be forced to take all checkpoints since we have mesmers.
Games should be fun and challenging I agree, but this is no fun. It has crossed the line where it becomes outright dull and painful.
What I find dull and painful is people complaining about things they are in no way forced to do. Nobody is forcing you to do that JP
Do your research before posting. It’s rewarded with a mastery point.
Still no one is forcing players to do it since there are more Mastery points available than can be used.
Well, that is the Chalice Of Tears for a reason lol!
I really don’t understand why this one got special treatment like this.
When it was first released, checkpoints weren’t a requirement, so you could portal directly to the end. It was meant to be a long challenge however, so they simply made them required. It was designed by Josh Foreman, who likes to create challenges with the expectation that most will fail, most notably the clock tower and SAB TM. For this one, he pointed out its name ahead of time, as the puzzle is intended to make you cry.
Clunky controls and terrible camera angles make for a bad JP experience for me. I avoid ’em.
That’s fairly universal with jumping puzzles in this game. If you don’t have the 25% bonus or perma-swiftness, they’re irritating, and the collision physics combine with a lack of conveyance that really leads to frustration.
It’s even worse with Chalice of Tears, because it was specifically designed to be “frustrating,” except the difficulty is all from poor design choices.
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
It’s just a game, take a step back relax and breathe, also this JP has Checkpoints throughout it so it is by far one of the More forging JPs in the whole game since if you mess up you get to start partway to most of the way through it.
That’s the point, you should not be forced to take all checkpoints since we have mesmers.
Games should be fun and challenging I agree, but this is no fun. It has crossed the line where it becomes outright dull and painful.
Dude you need to chillax. It is a game. If part of it is frustrating move on and do something else. I very much dislike PvP and HoT maps. So I just do not go there. PLay the parts of the game you enjoy.
It’s just a game, take a step back relax and breathe, also this JP has Checkpoints throughout it so it is by far one of the More forging JPs in the whole game since if you mess up you get to start partway to most of the way through it.
That’s the point, you should not be forced to take all checkpoints since we have mesmers.
Games should be fun and challenging I agree, but this is no fun. It has crossed the line where it becomes outright dull and painful.
Dude you need to chillax. It is a game. If part of it is frustrating move on and do something else. I very much dislike PvP and HoT maps. So I just do not go there. PLay the parts of the game you enjoy.
As you say – it’s a game, and as such it should be fun. I don’t know about you but I don’t launch the game to get a headache, or to feel bad, but the opposite, to have fun, relax a bit etc.
If they hadn’t put a mastery point or another reward at the end of it many would never bother, which is I believe why it is so.
I also agree with those who’ve pointed out the mechanics + camera issue, that adds to the frustration.
It was designed by Josh Foreman, who likes to create challenges with the expectation that most will fail
that guy… would be my test subject for a real-life HOPE pistol. He’s literally making fun of us for our money.
(edited by Inoki.6048)
Also, one very important thing:
I came across many nice folks in-game with various disabilities who admitted some mechanics, like such jumping puzzles, really give them a headache and worse! I’ve played with a guy who e.g. couldn’t dodge properly because of his disability so imagine such person to beat a jumping puzzle like this one.
I bet most of you haven’t thought about this and what kind of a challenge it must be for folks with handicaps if it can prove very difficult for healthy adults.
Also, one very important thing:
I came across many nice folks in-game with various disabilities who admitted some mechanics, like such jumping puzzles, really give them a headache and worse! I’ve played with a guy who e.g. couldn’t dodge properly because of his disability so imagine such person to beat a jumping puzzle like this one.
I bet most of you haven’t thought about this and what kind of a challenge it must be for folks with handicaps if it can prove very difficult for healthy adults.
But you can’t make a game just for people with disabilities. There are blind people who can’t play the game at all, but posting about it is pointless. If you made every challenge doable by every single person, people who want harder stuff would be frustrated as well.
I agree that this isn’t the best designed puzzle, but there’s almost nothing locked behind this puzzle. There is a mastery point, but there are many mastery points I don’t have, and I’ve hit max level mastery. You don’t need that mastery point. It’s absolutely 100% not necessary to complete anything.
There are two mursaat tokens locked behind getting to the end, but a mesmer portal to the end will get you access to those. You don’t need the checkpoints to get the mursaat tokens.
Anet has released easier and harder jumping puzzles. Let me ask you this? Has a mesmer portaled you to the top of the Mad King’s Clock Tower?
My guild did this as a guild, as a guild event and most of the people interested were able to get through it. It did take us a couple of hours, but we had half a dozen mesmers with us, who worked together and we got through it.
It’s not undoable. It was meant to be hard. It’s like Fractal level 100.
I also play games to relax and don’t always love difficult content. I have a bad shoulder and had to give up on PvPing recently because of the sheer amount of it required to get the legendary backpack. It’s a reward I can’t get do to a medical problem.
But it’s MY problem, no one else’s. And no one should be punished for it.
Your argument appears to be:‘why doesn’t Anet cater exclusively to my tastes.’ The answer is that not all players enjoy the same content, and this puzzle is aimed at those that enjoy hard jumping puzzles.
What legendary collection requires this specific JP to be completed, if I may ask?
Clunky controls and terrible camera angles make for a bad JP experience for me. I avoid ’em.
That’s fairly universal with jumping puzzles in this game. If you don’t have the 25% bonus or perma-swiftness, they’re irritating, and the collision physics combine with a lack of conveyance that really leads to frustration.
It’s even worse with Chalice of Tears, because it was specifically designed to be “frustrating,” except the difficulty is all from poor design choices.
Yep, the frustrating part of this puzzle is that you have to find all the proper position in the jp. Without a guide, you spend most of your time guessing where is the jump spots. I kinda wish the difference between stable and unstable surfaces were more apparent.
Drydock Scratch/Retrospective Runaround is an example of a JP with checkpoints done well.
I guess someone had to go and make an example of one that is done poorly.
My only complaint about Chalice of Tears (what an appropriate name, by the way) was that it was many times almost impossible to determine the next direction to go. They should have placed the checkpoints so you could see them from the central area. You’d immediately say “that’s where I need to get next, but how?” instead of “ok, what now?”
Figuring the next way to go is part of the harder JP’s, but I think it was just overdone on this one.
Other than that, mainly a very enjoyable and at the same time, extremely frustrating experience. Just like a good JP should be. Just like any good puzzle should be. The feeling when you finally get through is that much better.
My only complaint about Chalice of Tears (what an appropriate name, by the way) was that it was many times almost impossible to determine the next direction to go. They should have placed the checkpoints so you could see them from the central area. You’d immediately say “that’s where I need to get next, but how?” instead of “ok, what now?”
Figuring the next way to go is part of the harder JP’s, but I think it was just overdone on this one.
Other than that, mainly a very enjoyable and at the same time, extremely frustrating experience. Just like a good JP should be. Just like any good puzzle should be. The feeling when you finally get through is that much better.
This is, in my opinion, the mark of a really poorly designed JQ. The overall path should always be clearly marked, and the hard part should be doing the jumps, not finding out where you need to jump next.
If they wanted to make this a truly difficult JQ they could just as easily made the path much clearer, but made it timed by giving you an effect that slowly killed you from the heat of the volcano. Either throughout the entire JQ or only on certain parts
My only complaint about Chalice of Tears (what an appropriate name, by the way) was that it was many times almost impossible to determine the next direction to go. They should have placed the checkpoints so you could see them from the central area. You’d immediately say “that’s where I need to get next, but how?” instead of “ok, what now?”
Figuring the next way to go is part of the harder JP’s, but I think it was just overdone on this one.
Other than that, mainly a very enjoyable and at the same time, extremely frustrating experience. Just like a good JP should be. Just like any good puzzle should be. The feeling when you finally get through is that much better.
This is, in my opinion, the mark of a really poorly designed JQ. The overall path should always be clearly marked, and the hard part should be doing the jumps, not finding out where you need to jump next.
If they wanted to make this a truly difficult JQ they could just as easily made the path much clearer, but made it timed by giving you an effect that slowly killed you from the heat of the volcano. Either throughout the entire JQ or only on certain parts
I disagree with this. I enjoy puzzles more that have to be solved (hence the name puzzles) rather than just making hard jumps.
The sign of a really good jumping puzzle to me, is not ignoring the puzzle part. I loved the Silverwastes JP and I had no idea where to go. Took my wife and I 3 hours to solve it the first time, without resorting to a walk through. It was brilliant.
None of those jumps were particularly difficult. What made that for us what the puzzle.
I don’t like it does not equal badly designed.
Im not a fan of the JPs, but the thing is they are puzzles, not just jumping events where all you have to do is follow the arrows and keep jumping.
There has also got to be a puzzle component of it, so that figuring out where to go is part of the puzzle.
Not everyone will be able to do all the JPs, which is no differant to most of the games contents.
Maybe Anet could put a sign at the start of each JP with some info about how hard it is, like warning really hard JP ahead, enter at your own risk.
Yes the way shouldn’t be marked at all points. The one thing i would criticize about the ember bay jp is the fact that you have to do two far glides which seem to have a point of no return. That parts should be a bit more clear.
The overall way up is ok. But in longer JPs they should give hints every now and then that you are still somewhat on the right way.
Anet even placed a troll chest in the volcano. This particular chest is clearly of the way (litterally in a dead end) and confused me when i tried to finish the jp the first time.
Im not a fan of the JPs, but the thing is they are puzzles, not just jumping events where all you have to do is follow the arrows and keep jumping.
There has also got to be a puzzle component of it, so that figuring out where to go is part of the puzzle.
Not everyone will be able to do all the JPs, which is no differant to most of the games contents.
Maybe Anet could put a sign at the start of each JP with some info about how hard it is, like warning really hard JP ahead, enter at your own risk.
The problem is that such “puzzles” lead to people simply using guides completely destroying their purpose.
IMO those “puzzles” have a place. But things like the Ember Bay one are just bad. Either you cripple yourself and fail hours and hours just to find the right way or you do it the easy way by looking up a guide.
yeah, it’s hard, but like most things in this game, the more time you put into it, the more you will understand it. Sure, do it with a guide, but by actually doing it yourself without reliance on a mesmer , you can learn a bit from each failure. Hell, bring a Mesmer yourself to give a couple portal redos every minute. I ran it initially with a guide and a person who sorta knew the first part. Later I helped my guild with portals for checkpoints and tokens near the end.
I disagree with this. I enjoy puzzles more that have to be solved (hence the name puzzles) rather than just making hard jumps.
The sign of a really good jumping puzzle to me, is not ignoring the puzzle part. I loved the Silverwastes JP and I had no idea where to go. Took my wife and I 3 hours to solve it the first time, without resorting to a walk through. It was brilliant.
None of those jumps were particularly difficult. What made that for us what the puzzle.
I don’t like it does not equal badly designed.
You seem to have conveniently ignored the fact that the SW puzzle’s checkpoints are clearly marked by a stacking buff that remains through logout.
Those properties makes it very easy to see that you have missed a checkpoint or that particular checkpoint is not registering.
A random disconnect won’t obliterate all your progress.
Fall into kitten somewhere with no way of getting back out in the SW puzzle? Just take a wp and continue from your last checkpoint(for a price).
Fall into kitten somewhere with no way of getting back out in the Chalice?
Redo everything.
The path of the SW puzzle is also marked. Maybe it was unintentional but the water tower looking things that give swiftness are placed along the path so they show where you need to go even if you don’t know how to get there yet.
This is, in my opinion, the mark of a really poorly designed JQ. The overall path should always be clearly marked, and the hard part should be doing the jumps, not finding out where you need to jump next.
If they wanted to make this a truly difficult JQ they could just as easily made the path much clearer, but made it timed by giving you an effect that slowly killed you from the heat of the volcano. Either throughout the entire JQ or only on certain parts
I disagree with this. I enjoy puzzles more that have to be solved (hence the name puzzles) rather than just making hard jumps.
The sign of a really good jumping puzzle to me, is not ignoring the puzzle part. I loved the Silverwastes JP and I had no idea where to go. Took my wife and I 3 hours to solve it the first time, without resorting to a walk through. It was brilliant.
None of those jumps were particularly difficult. What made that for us what the puzzle.
I don’t like it does not equal badly designed.
Silverwastes JQ and Chalice of Tears are not comparable. Siverwastes JQ actually guides you through the JQ quite easily (up until the part with the skritt holes that you have to jump through in order). The checkpoints, the different popup figure for skritt holes in case you went too far off the beaten patch and could be taken back (a pretty large give away if you ask me), not to mention the water things that give swiftness which are always on the path. Its actually quite clearly marked.
Chalice of Tears is full of blind jumps, surfaces that are identical or nearly so, yet one is safe to land on and the other one isn’t and will end up with you dead. There’s almost no indication of where to go next (which is hugely contradictory to Drydock Scratch so IDK how you can compare them hoenstly).
A good JQ should always be obvious where you need to go next. The path there can be a puzzle in itself if it has to be, but the end goal should be obvious. Lots of core JQ are like this, offering multiple paths, and if you pick the wrong one you end up at a dead end. That’s a good puzzle component. Having blind jumps, and no sensible way to determine which surfaces are safe to land on, and which way to go period (as opposed to having obvious paths and needing to choose which one to pursue) is not a puzzle component, its just artificial difficulty.
I disagree with this. I enjoy puzzles more that have to be solved (hence the name puzzles) rather than just making hard jumps.
The sign of a really good jumping puzzle to me, is not ignoring the puzzle part. I loved the Silverwastes JP and I had no idea where to go. Took my wife and I 3 hours to solve it the first time, without resorting to a walk through. It was brilliant.
None of those jumps were particularly difficult. What made that for us what the puzzle.
I don’t like it does not equal badly designed.
You seem to have conveniently ignored the fact that the SW puzzle’s checkpoints are clearly marked by a stacking buff that remains through logout.
Those properties makes it very easy to see that you have missed a checkpoint or that particular checkpoint is not registering.
A random disconnect won’t obliterate all your progress.
Fall into kitten somewhere with no way of getting back out in the SW puzzle? Just take a wp and continue from your last checkpoint(for a price).
Fall into kitten somewhere with no way of getting back out in the Chalice?
Redo everything.The path of the SW puzzle is also marked. Maybe it was unintentional but the water tower looking things that give swiftness are placed along the path so they show where you need to go even if you don’t know how to get there yet.
Nope haven’t ignored anything. Finding the flags is one thing. Knowing you’ve been through them already is another.
The Chalice of Tiers should absolutely tell you when you’ve hit a check point. That I agree with completely. However it has nothing else to do with what I said. Hell the first time I went through the puzzle, I didn’t know what that marker was, didn’t know to look for it and didn’t know how many to expect anyway.
Jumping Puzzles extremely frustrating
in Guild Wars 2: Heart of Thorns
Posted by: Black Iris Flowers.3418
From the sound of it you were only doing this puzzle for the mastery point- there’s plenty of excess in the game you can get instead. Have you done the Quirky Quaggan Quest one in Bitterfrost? It’s really easy, just finding the 7 pieces of the poem- Dulfy has a guide
The main complaint I can see on this thread is, “why can’t I just get a mesmer to port me up to the top and call it a day?”. Well. Simple. Because this isn’t mastery in any sense of the word.
I do agree that the chalice of tears can be a little harsh when it comes to deleting saved checkpoints (such as after logouts), but it’s not something that makes the jp impossible. It’s frustrating, yes, but it’s just an obstacle to overcome. There are enough guides on youtube for the average player to piece together where to go next – and for others, there is the challenge of trailblazing up the goat track to reach the peak of the mountain.
In short, I applaud anet for giving us a jumping puzzle that cannot be inherently carried without time and effort. I’m not a great jumper myself, but I managed it (albeit with the help of mesmer portals) – and if even I can do it, so can you!
Clunky controls and terrible camera angles make for a bad JP experience for me. I avoid ’em.
Yup. GW2 must not have 100% client side movement, because it’s clunky, laggy, and very poor compared to any other game I have ever played. It’s why I don’t bother with jumping puzzles for the most part. And I loathed the mushroom things in the SAB… Our internet stinks (wimax or dialup, no cable or dsl), so there is always latency. It made PS2 unplayable at times due to various issues, but character/vehicle movement was always smooth – bailing from an aircraft and using a jetpack to land on a tower, no problem! But in GW2, I will never get Winters Presence because I can’t even get passed the first handful of snowflakes…
Anyway, I do agree that at the very least, there should be an easy mode for the JPs for the physically and/or Internet challenged players.
(edited by Tatwi.3562)
Actually movement is client side. That is what allowed people to teleport hack their way through the JP last year. The problem with lag and that JP is that you’ll end up trying to land on non-existent snowflakes. The snowflake already melted by your client didn’t receive the information yet.
puzzles like ember bay in my modest opinion have a design failure that makes artificialy dificult, the path is clueless and with the veri similar scenario textures you havent any idea where to go, the puzzle base idea have to get clear, in a determined “checkpoint” you have to see the next “checkpoint” and “puzzle” a way to get in it, but if you dont have any clue of if you have to go up, down, back or forward makes it a tedious try and error process if you dont use third part guides and this is not the way that puzzles have to run
From the sound of it you were only doing this puzzle for the mastery point- there’s plenty of excess in the game you can get instead. Have you done the Quirky Quaggan Quest one in Bitterfrost? It’s really easy, just finding the 7 pieces of the poem- Dulfy has a guide
Except the acquisition of mastery points, and the abilities you get by spending them, have nothing to do with each other. Neither is the Exp grinding to fill the track before you spend the points. Its no secret its an artificial gating system designed solely force players to experience a “hindered state”, which the Mastery abilities eventually remove…. all in the name of perceived “progress”. Compare that to things like the HOT legendary collections, where the scavenger hunt at least has symbolic significance to the outcome.
The gripe here, which I agree with, is that many mastery points are purposely placed behind abnormally difficult content for the sole purpose of forcing players to do them at some point. There was actually some logic to Mastery abilities and their unlock order in HOT maps, which used a Metroidvania style puzzle meta with the mobility unlocks, thus giving you the ability to tackle progressively larger areas to explore. ….. yet you don’t see any of that with the LS3 maps, as they are intended to be sequential, and thus don’t require back tracking.
While I do like the Metroidvania style of map exploration, I never found the method of the Mastery point system to ever reflect a learning process. In fact, it being a an Exp bar that fills doing literally anything, and the spending process being free form, represents the exact opposite of a mechanical learning system. It just removes the gate thats blocking your progress, and often trivializes a previously insurmountable obstacle. The mobility masteries ultimately fail in that regard, because most aren’t actual execution challenges, but mere aids to another mechanic.
I love JPs and I could do any of them any day with little exception (Portmatt should be an explorer achievement!) CoT changed my view on jumping puzzles. Most JPs will have you saying “Oh, the path is clearly this way” The tougher ones will force you to ponder, “Well, is it this way or that? Or I could go over…”
Chalice of Tears leaves your mouth agape with little more to say than: “How in the deepest pits of Primordus’ fiery kitten did the devs think of that way as a path?!”
Sure, I like a good challenge, but finding the route in this JP is simply illogical. The challenge was not in the skill and precision required to be used, but the downright confusion of the nonsensical zig-zag gliding.
There is NOTHING “forcing” you to do that jp
There is NO legendary in the game that needs 176 mastery points so even if there were only 176 available mastery points in the game you wouldnt need to do this jp
But instead there are many many other ways to get the mastery points you need!
And dude… there are TONS of easy jumping puzzles …. why cant we have 1-3 harder ones? Doesnt seem fair to people who have fun in doing jp challenges
And since there is nothing unique locked behind this jp that you would need for anything it is no problem that this jp is hard
I even personally dont like that particular jp too because they made something which is less hard but rather annoying
Which is not being able to know if the way you take is right…
I took a wrong way at first but came across one of those extra chests inside so i thought i was right and it took me ages to find out it was wrong.. that shouldnt happen
I love hard jps but having no possiblity to know if you went wrong is not hard in any way it is just annnoying
So i do like the jp for its hard jumps but i dislike it for the unclear path (doesnt need to be super obvious but being fooled by chests on wrong ways kinda sucks)
But i still wouldnt want this jp to become easier
It is unique in GW2 and i like to have something of everything
And im sure some people love the jp the way it is and there should be something for everyone
26x lvl 80 Characters
Most fabulous Character: http://i.imgur.com/5JtcBI1.jpg?1
There are far more mastery points available than what you can spend. No reason to force yourself to do one of the harded JPs uness you really want to. The puzzle is tricky, finding the way being the major challenge, but it does have checkpoints which makes it slightly less painful than what it could have been.
Just do something else for the mastery point, there are plenty of easy ones.
DPS Benchmarks, Raids, Low-mans etc.
Just keep trying on the jumping puzzle. Odds are that by the 20th or 50th time, you should’ve made it across at least once.
It’s just a game, take a step back relax and breathe, also this JP has Checkpoints throughout it so it is by far one of the More forging JPs in the whole game since if you mess up you get to start partway to most of the way through it.
If only this worked right. It doesn’t. Not to mention if you didn’t know those checkpoints are there (from a guide), you most likely wouldn’t notice half of them. And there’s nothing telling you that you missed one (it’s laughably easy to miss the very first one, the one in the lava entrance, for example). Which is weird, because they have done the checkpoint thing before already, in SW, and then it didn’t have any of those problems.
And this is in addition to a “JP” that’s not really based on jumping, but on guessing which textures are bugged correctly (allowing you to stand on some invisible pixel) and which ones are bugged incorrectly (and would throw you off a flat surface).
I disagree with this. I enjoy puzzles more that have to be solved (hence the name puzzles) rather than just making hard jumps.
This one is not like that. The solution has been found out by hundreds of people trying every pixel on the walls. In Drydock Scrath it was possible to figure your way through it on your own. Here, you check a guide or don’t do it at all.
Remember, remember, 15th of November
(edited by Astralporing.1957)
The single biggest improvement they could make to CoT is to have the checkpoints be converted into a 24 hour effect that persists after you log out or DC. After going back and finishing it, by far the most frustrating thing about it was getting more than halfway through only to DC and have to do it all again.
It’s just a game, take a step back relax and breathe, also this JP has Checkpoints throughout it so it is by far one of the More forging JPs in the whole game since if you mess up you get to start partway to most of the way through it.
If only this worked right. It doesn’t. Not to mention if you didn’t know those checkpoints are there (from a guide), you most likely wouldn’t notice half of them. And there’s nothing telling you that you missed one (it’s laughably easy to miss the very first one, the one in the lava entrance, for example). Which is weird, because they have done the checkpoint thing before already, in SW, and then it didn’t have any of those problems.
And this is in addition to a “JP” that’s not really based on jumping, but on guessing which textures are bugged correctly (allowing you to stand on some invisible pixel) and which ones are bugged incorrectly (and would throw you off a flat surface).
I disagree with this. I enjoy puzzles more that have to be solved (hence the name puzzles) rather than just making hard jumps.
This one is not like that. The solution has been found out by hundreds of people trying every pixel on the walls. In Drydock Scrath it was possible to figure your way through it on your own. Here, you check a guide or don’t do it at all.
I know that. The person I was responding to made a broad statement. I contradicted his broad statement. It doesn’t imply I love everything about this jumping puzzle. But broadly speaking I disagree with what was stated.
Jumping Puzzles extremely frustrating
in Guild Wars 2: Heart of Thorns
Posted by: Soggy Biscuit.9372
Hear ya, it took me an hour or two and frankly I don’t even want to look in this JP’s general direction anymore. I know there are tons of people who find this kinda thing challenging and fun and that’s completely fine. But I have a little bit of issue when they gate universally needed things like MPs for those who simply suck huge kitten at action-ey stuff like platformers and shooters.
I feel your pain. Between a lack of patience and avoiding nausea inducing camera swings, there are things I cannot do. I don’t like not being able to get achievements and other things because of this. I can overcome the patience issue, but not the other. I get to the point I am sick due to camera fun, and I am down with my eyes closed for hours.
Because of this, I have been unable to get the stupid diving achievement. My husband got it when you didn’t have to do that infernal one Not So Secret. I got lucky and a kind person ported us up to the puzzle end, but after I got to the diving spot, I missed the water by a hair. Haven’t been back since. I can’t get the achievement until I somehow get this one kitten spot.
Hear ya, it took me an hour or two and frankly I don’t even want to look in this JP’s general direction anymore. I know there are tons of people who find this kinda thing challenging and fun and that’s completely fine. But I have a little bit of issue when they gate universally needed things like MPs for those who simply suck huge kitten at action-ey stuff like platformers and shooters.
Well to be fair, you don’t need the mastery point from chalice of tears to max your masteries.
It’s a bit glib to say “You don’t need the mastery point because there are others”. Lots of those other mastery points are also gated behind mini-games or difficult tasks that are unrelated to the main gameplay.
I spent about an hour on this JP, using a video guide, and I did not even reach the third waypoint. I don’t care about the JP but I do care about that mastery point.
(And just in case anyone is wondering, I spent about an hour in Sanctum Scramble (with a video) and did not reach halfway. I spent less time on most of the other mini-games but with equally bad results). These sort of things should have rewards that are independent of the main game progress. Titles, unique skins, novelty widgets, whatever. They should not give mastery points.
I spent about an hour on this JP, using a video guide, and I did not even reach the third waypoint. I don’t care about the JP but I do care about that mastery point.
If you play on EU, feel free to contact me. I can help you with JPs. Actually it’s one of the gamelements i love to play.
I could totally use some help on Drydock scratch or trolls revenge NA. I made it 3/4 of the way on both of them and ended up falling and didn’t feel like wasting another 15 minutes to get back to the same spot…
Please someone who has a Mesmer parked hit me up