In dungeons, especially ones like moonfire faire difficulty.
In dungeons, especially ones like moonfire faire difficulty.
in a game designed as a platformer.
This, Currently, it looks like there's eight different jump lengths, dependent upon millisecond timing between forward and space keys, essentially random. I'd either like to see just two jump lengths, with and without sprint, and the puzzles tailored to them.
Or, some way of selecting one of the 8 distances with 100% certainty. Such as a specific jump ability that you follow with a number, that specifies the distance (height is fixed as now).
No... never.
I'm still not over Eternity Vault platforming in SWTOR. Just no.
It wasn't a jumping puzzle per say, but they should of kept the obstacle course in Costa Del Sol during the summer event. Add some more rewards to it and you have a decent minigame that you can do while waiting for the duty finder.
Until they fix the issue of all the invisible floors, jumping puzzles will be much more frustrating than they need to be.
I don't mind them, they serve as a fun distraction, but man, Kugane tower was obnoxious because of how disorienting it is to land on literally nothing and fumbling because you think you missed, its an issue that is all over the game, an issue that really makes the jumping puzzles less enjoyable as a result. I don't even mind the clunky movement of the jumping, that is what makes them kind of difficult, its gratifying to get it right, but the invisible floors are something we could do without.
Leap of Faith and the sightseeing log has left me with a severe disinterest in anything and everything involving jump puzzles or obstacles. I'm ok if they remain optional so players that do enjoy them can do them to their heart's content, but at this point I am clamoring for the return of 'time of my life' and 'vase off' at the MGS because I am just sick of it coming up all...THE...TIME.
I actually really like puzzles of all sorts of types: jigsaw, logical/deduction, and the ones you take apart and put back together. The thing about these puzzles though is that you don't have to start over if you make a wrong move. Getting near the top of a jump puzzle in this game only to fall all the way down and start from square one will have me put aside a budget for broken controllers. No thanks!
This is why if there's a long puzzle, they will usually put checkpoints along the way. You can still fall if you mess up badly, but usually it's only a minor setback.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.