Hello everybody,
I want to address some suggestions that would in my oppinion increase the fun of jumping puzzles and greatly decrease the frustration:
- Dodge
Let the player deactivate dodge completly.
Most jumping puzzles have none to little enemys standing in the way of players – dodge is not needed. In contrary, a sligth double tab of “wasd” causes players to fall and start all over again. Very frustrating because it is not intended at all. I tried to unbind dodge from double tab what didn’t work / wasn’t able to.
- Camera
Let the camera see through objects / walls that are blocking the view to the character in order to prevent it to zoom in or bugout when in tiny – claustophobic – spaces.
If you give the player more control over his camera by not adapting it to walls and jumping puzzles would become smother to jump. Even the vistas can be very annoying when the camera shakes alot because you jump up a cliff…
- Reward
Increase the reward to compense for the time the jumping puzzles take.
Each jumping puzzle gives you 10 (don’t know the real name of them) Title-Points, what is not much if compared to ‘daily achievement’ rewards alone. Further on they have a end-chest (didn’t find it on top of Vizer’s tower ). The loot of those chests is bad. Add a money reward and or make sure the drop is rarer.
- How it is now / Example
Jumping puzzle: Antre of Adjournment (75-80 zone),
Time spent: 1,5h
Fallen because of dodge: 3 times
Annoying camera movement: All the time – you are in a grotto and mostly jump up on the sides.
Loot: fine speargun (level 73) worth of 92 copper or (what I did) salvage for 1 mithril ore and some other crafting material that you find on the way in little chests (I like those – even if they ain’t that full (2-3 silk, etc.)
General feedback: Very nice ambiente, challenging, difficult jumps, not so obvious way up, cruel and well placed holes in the ground and if the loot would be higher / frustration factor lower – worth the effort.
Thank you!
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