#61
Posted 13 August 2012 - 08:27 PM
#62
Posted 13 August 2012 - 08:28 PM
Ish, on 13 August 2012 - 08:23 PM, said:
Vista's, skill points, or Loot for the bigger puzzles. And then you have the jumping puzzles like in the metrica province, you can call that one a puzzle. I have fun doing them.
#64
Posted 13 August 2012 - 08:31 PM
A lot of people enjoy them, think they are fun. Some people don't. Same as people who like sPvP or WvW or PvE and those who don't.
I think you have your answer, OP. Yes, people find them fun.
#65
Posted 13 August 2012 - 08:32 PM
For a game that emphasizes community building, I'd say they've certainly done something right with them.
#66
Posted 13 August 2012 - 08:32 PM
I don't think anyone is interested in your IQ measuring contest. For every mental task, there are always people who jump out talking about how they're easy. It's called self-aggrandizement. And those people are usually lying.
#67
Posted 13 August 2012 - 08:34 PM
#69
Posted 13 August 2012 - 08:35 PM
Espritdumort, on 13 August 2012 - 08:31 PM, said:
A lot of people enjoy them, think they are fun. Some people don't. Same as people who like sPvP or WvW or PvE and those who don't.
I think you have your answer, OP. Yes, people find them fun.
Isarien, on 13 August 2012 - 08:32 PM, said:
For a game that emphasizes community building, I'd say they've certainly done something right with them.
#70
Posted 13 August 2012 - 08:37 PM
#71
Posted 13 August 2012 - 08:38 PM
Another form of "puzzle" is figuring out how to get somewhere. How do you get past these traps safely? Where might a hidden passage be, or if there even is one? How do I activate this mechanic? Feed the drake some fire, a hint for those in the WvW Dark Room.
An example might be one in the first charr zone, named Loreclaw Expanse. While it is not terribly complex there are a few false paths, traps have to pay attention to learn the pattern/tells, and a false ending that requires you to read the journal on the ground to get a hint on how to reach the true end. Considering the level of this place, it is no surprise it is simple but so many have missed the true end.
Personally I love them, finding a hidden area full of challenges and cool sights (like the beautiful cave system in Lion's Arch). Some of my best BWE memories come from banding together with a few other people working together to find our way through.
Each BWE after the first I actually brought random people with me into them and they had a great time. Most recently the 2 Lion's Arch ones followed by showing him Loreclaw.
People actually seemed more social in these than doing DEs, communicating when found the way to continue or a solution to a certain mechanic.
They are basicly pure exploration, outside of GW2 they might fit into the Metroidvania genre. Or if they were instanced DDO had whole dungeons of that style, although less polished in some ways.
In fact one of the WvW ones is only known as the mini-dungeon for now, which is accurate for some of them which has a boss at the end.
I suppose it comes down to do what you enjoy, there is so much variety and most of it is not mandatory. The rewards from the chests are nothing very special, although the WvW one does give siege plans and some tokens.
I am an explorer at heart and the idea that anywhere I look a secret path might be hidden appeals to me; the reward is the doing, seeing, and overcoming of the challenge. The chest or achieve is secondary, just a way of tracking. I know for a fact many do not even have an achieve.
Just yesterday learned of a 3rd hidden one in Lion's Arch that lead to a chest that during the stress test had wondered how you got to since could not find a way.
If I remember right the origin of them was partly an accident with the reaction of "That is cool", and just that players will do so anyway, and it grew from there. Many players will do this climbing and exploring even if they did not build these in. Sadly alot of games make it a bannable offence, WoW for example.
Ok sorry will stop there. rambling yet again lol.
TL:DR
Puzzle is not always right word. Some are simple, some complex. Some are small dungeons complete with a boss. The reward is the doing and seeing. It is optional, but many people would do it even if it was agianst rules.
Edited by Crystalis, 13 August 2012 - 08:40 PM.
#72
Posted 13 August 2012 - 08:39 PM
StormDragonZ, on 13 August 2012 - 08:34 PM, said:
Ish, on 13 August 2012 - 08:23 PM, said:
#73
Posted 13 August 2012 - 08:39 PM
Ish, on 13 August 2012 - 08:35 PM, said:
Spot on I think. I'll say this, I haven't done many, but those I have done have been pretty meh. But based on what people have been writing, I might end up enjoying some of them at least.
#74
Posted 13 August 2012 - 08:39 PM
Ish, on 13 August 2012 - 07:49 PM, said:
With that kind of attitude i would seriously doubt you would play ANY computer game what so ever, so please quit now so we dont have to put up with your whiny attitude any longer
#76
Posted 13 August 2012 - 08:41 PM
#77
Posted 13 August 2012 - 08:43 PM
Digital Danger, on 13 August 2012 - 08:41 PM, said:
They were better before the idea of vistas, with floating coins.. er... maps in the world.
The jumping puzzles that get you access to certain areas were cool, because they were also sparse and not marked on the map. Now, it's just overdone and dangled with a reward... not exploration at all.
#79
Posted 13 August 2012 - 08:44 PM
Though I would prefer them be called platforming segments.
Lethality, on 13 August 2012 - 08:14 PM, said:
Also, it's a platformer mechanic that doesn't do well due to the nature of MMO engine optimization.
Used sparingly, it would have been cool. But as an extensive form of content? Eek.
The quality of the platforming has no bearing on the capabilities of the GW2 engine.
The reason the platforming doesn't feel perfect is because player movement speed, jump capabilities, etc... haven't been tuned to make a great platformer. They've been tuned to make a good Guild Wars 2.
#80
Posted 13 August 2012 - 08:45 PM
Jokerx7, on 13 August 2012 - 08:39 PM, said:
Some do, most don't. Only a very few does. Like the one at the south of... Diessa Plateu it was? But most of them just give you an achievement and some chests with random loot. Or you get to special places, or secret zones, that are awesome if you are an explorer.
VagabondLife, on 13 August 2012 - 08:39 PM, said:
dregoloth, on 13 August 2012 - 08:44 PM, said:
Though I would prefer them be called platforming segments.
The quality of the platforming has no bearing on the capabilities of the GW2 engine.
The reason the platforming doesn't feel perfect is because player movement speed, jump capabilities, etc... haven't been tuned to make a great platformer. They've been tuned to make a good Guild Wars 2.
Edited by Ish, 13 August 2012 - 08:47 PM.
#81
Posted 13 August 2012 - 08:46 PM
Lethality, on 13 August 2012 - 08:16 PM, said:
But, my hunch is they'll figure out some sort of buff for the cash shop that will make them more palatable.
It's all about the cash shop with you...
#82
Posted 13 August 2012 - 08:47 PM
#83
Posted 13 August 2012 - 08:47 PM
There is also the case of special vendors, one of the Lion's Arch ones has a vendor at the end who sells gear with unique (as far as we know) pirate models. Would not be surprised if they had those sorts of vendors at the end of, or even down side paths, of other ones that we just have not seen yet.
About the WvW mini dungeon if you feel like it try to find the hidden invisibility well, it gives you 5 minutes of being invisible. Which is very useful in a place where all the traps are player controled, difference between a log in your face or a minotaur released into the room. Cannot trap what they cannot see. I think there are two or three of them around the place, one is pretty close to the start but down a different path.
Edited by Crystalis, 13 August 2012 - 08:51 PM.
#85
Posted 13 August 2012 - 08:49 PM
Ish, on 13 August 2012 - 08:23 PM, said:
The more challenging jumping puzzle lead to either a skill point or (from what i heard) a giant chest. There are also challenging jumping puzzles that lead to some sort of secret, such as activating a hidden boss or nod farm... If you're talking about vistas, I don't really consider them jumping puzzles even though some do require some jumping.
Edited by Tenicord, 13 August 2012 - 08:50 PM.
#86
Posted 13 August 2012 - 08:49 PM
#87
Posted 13 August 2012 - 08:53 PM
Tenicord, on 13 August 2012 - 08:49 PM, said:
I've been avoiding playing beyond level 10 because I don't want to burn myself out.
Edited by Ish, 13 August 2012 - 08:53 PM.
#88
Posted 13 August 2012 - 08:55 PM
some vistas merely require you to walk to them
on the other hand, jumping puzzles do indeed require jumping, and as far as I have seen, usually some puzzle aspects, such as figuring out which path to follow or how to get to that next area
if you have found 'jumping puzzles' all too easy to even be referred to as puzzles, perhaps you have only experienced vistas, which are...admittedly...usually not that difficult compared to the jumping puzzles
either that, or you studied the youtube videos first, which would probably alleviate much of the difficulty of said jumping puzzle
I hope you find the rest of the game fun, though
#89
Posted 13 August 2012 - 08:57 PM
Izardoz, on 13 August 2012 - 08:55 PM, said:
some vistas merely require you to walk to them
on the other hand, jumping puzzles do indeed require jumping, and as far as I have seen, usually some puzzle aspects, such as figuring out which path to follow or how to get to that next area
if you have found 'jumping puzzles' all too easy to even be referred to as puzzles, perhaps you have only experienced vistas, which are...admittedly...usually not that difficult compared to the jumping puzzles
either that, or you studied the youtube videos first, which would probably alleviate much of the difficulty of said jumping puzzle
I hope you find the rest of the game fun, though
#90
Posted 13 August 2012 - 08:57 PM
Also tagged with one or more of these keywords: jumping puzzle
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