I have to say, my experience with the jump mushrooms was rather unpleasant and not as expected. I originally thought they would work like the jumping mechanics in Super Adventure Box (where you could somewhat control your flight in mid air and thus, have some layer of control of where you landed (or died if you failed)). When I realized they took user control away during flight and had a pre-determined target, but you could still die from them (which was most of my cases, unfortunately) I considered it a bug and avoided using them…
So I would agree that it’s a problem with the way the system is designed over a ‘jump puzzle mechanic’ (since there isn’t much input the user can give once your in the air). It also didn’t help that some of the targets for the mushrooms were just plain bizarre. I literally had one shoot me face first into a tree branch, after which I fell into the abyss below. Funny? Yeah, sure. Practical for use? No. And considering there was no real way for me to see or judge my character’s placement before making the jump (before running head long into the branch, for example) it was just pure ‘luck’ if I lived or died.
In a nut shell. If the jump mushrooms are designed to have a pre-determined location for landing with no user control in mid flight, the landing should be guaranteed safe (thus no fall damage, obstructions or out-of-bound landings) regardless of the exact location the player is standing when they start the jump (tho I would recommend you force the user to be on the mushroom before starting the jump). If you plan to give the freedom of mid-flight corrections and letting users decide their own landing points, then I could say the possibly of death would be allowable… since then the errors of mistakes/deaths fall on the ability of the end user and not the targeting ability of the system.
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