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Can you make multiple difficulty tiers for the Clock Tower jumping puzzle


Knighthonor.4061

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I have never completed this jumping puzzle. Not a fan of jumping puzzles. I would like a easier tier to complete for the daily separate from the harder version for more experience jumping puzzle player. Different rewards for the tiers.  Because for me failing over and over just isnt fun and seem like a waste of time

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19 minutes ago, Knighthonor.4061 said:

I have never completed this jumping puzzle. Not a fan of jumping puzzles. I would like a easier tier to complete for the daily separate from the harder version for more experience jumping puzzle player. Different rewards for the tiers.  Because for me failing over and over just isnt fun and seem like a waste of time

Have you tried the explorable version that got introduced this year?

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55 minutes ago, Knighthonor.4061 said:

failing over and over just isnt fun and seem like a waste of time

Agreed, I despise jumping puzzles with a deep and abiding hatred myself and will only do them where there is an achievement I've decided I need, or some content like a PoI is locked behind one. Otherwise, never. However, the "stopped" version of the tower (the explorable version Linken mentioned) isn't quite as awful as the full-motion one. I literally just got to the top of the tower for the first time ever via that one. You might fall a few times anyway (I did twice and one was all the way down to the start), but it can be done.

If you have an Asura character, I strongly recommend using that character instead of one of the bigger races. You can see what's around the small Asura sprites much better than with the taller, bulkier races.

Turn down the music volume, it's distracting and composed to evoke tension and drama. Also try to tune out the truly awful and disorienting spinning backdrop as much as possible, it will just give you motion sickness/vertigo. Zero in ONLY on the landing points ahead of you. Zooming the camera in close so you can see and judge distances better also helps to reduce the nauseous spinning in your field of vision.

Avoid the temptation to pop your glider except for emergencies, it will throw off your jumps and down you'll go. Only use it to catch yourself if you fall; otherwise leave it stowed.

It's tricky and there's one non-intuitive spot where you have to drop DOWN from a couple of parallel beams to land on a gear instead of trying to go up, which is quite impossible there. You'll know it when you see it.

Note: If you want to get the paper bag helms, look up the purchase price on the wiki and have all of that in your inventory before you enter the instance. Good luck!

Edited by Teknomancer.4895
clarity, glider note
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6 hours ago, Teknomancer.4895 said:

Agreed, I despise jumping puzzles with a deep and abiding hatred myself and will only do them where there is an achievement I've decided I need, or some content like a PoI is locked behind one. Otherwise, never. However, the "stopped" version of the tower (the explorable version Linken mentioned) isn't quite as awful as the full-motion one. I literally just got to the top of the tower for the first time ever via that one. You might fall a few times anyway (I did twice and one was all the way down to the start), but it can be done.

If you have an Asura character, I strongly recommend using that character instead of one of the bigger races. You can see what's around the small Asura sprites much better than with the taller, bulkier races.

Turn down the music volume, it's distracting and composed to evoke tension and drama. Also try to tune out the truly awful and disorienting spinning backdrop as much as possible, it will just give you motion sickness/vertigo. Zero in ONLY on the landing points ahead of you. Zooming the camera in close so you can see and judge distances better also helps to reduce the nauseous spinning in your field of vision.

Avoid the temptation to pop your glider except for emergencies, it will throw off your jumps and down you'll go. Only use it to catch yourself if you fall; otherwise leave it stowed.

It's tricky and there's one non-intuitive spot where you have to drop DOWN from a couple of parallel beams to land on a gear instead of trying to go up, which is quite impossible there. You'll know it when you see it.

Note: If you want to get the paper bag helms, look up the purchase price on the wiki and have all of that in your inventory before you enter the instance. Good luck!

This is really good advice, especially turning the music off. Sometimes for jumping puzzles I hide the UI as well to reduce distractions. You don't need any of it and your eye getting drawn to the chat box or something else changing is just going to increase the chances that you'll fall.

I also use action camera in puzzles, because it means I don't have to hold down the right mouse button all the time to look around. That's important for me because I have RSI which flares up if I'm holding the button down too long, but I think it would be more comfortable for anyone.

Also I think everyone falls sometimes. I can do the timed version, I've done it multiple times every year and I've still fallen a few times doing the stopped clock tower.

(There's a few bits which throw me off because I'm used to how it looks on the timed version where the lower platforms disappear so there's less 'clutter'. The part where you have to drop down really confused me the first time I did it because in the timed version it's obvious there's nothing in front of you and only the one big cog below you, so it's obvious where to go, on the stopped version there's more stuff around so the route is less obvious.)

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5 hours ago, quake.9023 said:

the new one is too easy. if you cnt do that thn its not for u. 

The difficulty is actually the same (Other than gliding being available*). The main difficulty in the normal version is the time pressure, you have to keep moving or you will fail. Honestly if you can practice all the jumps in explorable to the point you can do it in one go without falling, then you can definitely do the original version.

*Gliding doesn't actually help much with the jumps, just allows you to recover if you fall rather than starting over

I think what OP wants is a different layout with easier jumps, or the same but with additional platforms to make it easier?

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11 minutes ago, Remus Darkblight.1673 said:

I think what OP wants is a different layout with easier jumps, or the same but with additional platforms to make it easier?

They might not have realised the new version is there. I've talked to a few people in-game who didn't know about it.

I know it's mentioned in the announcement and if you follow the instructions in the mail to talk to Magister Tassi she'll tell you about it, but I suppose if people think they already know all about Halloween they won't read those.

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1 minute ago, Danikat.8537 said:

They might not have realised the new version is there. I've talked to a few people in-game who didn't know about it.

I know it's mentioned in the announcement and if you follow the instructions in the mail to talk to Magister Tassi she'll tell you about it, but I suppose if people think they already know all about Halloween they won't read those.

Understandable. Hopefully you have answered their query then.

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8 hours ago, Remus Darkblight.1673 said:

The difficulty is actually the same (Other than gliding being available*). The main difficulty in the normal version is the time pressure, you have to keep moving or you will fail. Honestly if you can practice all the jumps in explorable to the point you can do it in one go without falling, then you can definitely do the original version.

*Gliding doesn't actually help much with the jumps, just allows you to recover if you fall rather than starting over

I think what OP wants is a different layout with easier jumps, or the same but with additional platforms to make it easier?

Gliding allows you to skip a decent sized chunk of the JP. At the part where you need to jump off - where in the normal version the tower blows open - you can just glide along the side of the tower and end up a few jumps from the end.

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We got an easier mode this year. Take the Stopped Clocktower which has no time pressure at all. The green poison will stay at the low level forever.

Still hard? No problem, we got you covered. ❤️ Get the Prototype Position Rewinder item and use it to save your position often. Misstep? Rewind your saved position and try again from there!

Edited by TheQuickFox.3826
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On 10/20/2023 at 11:20 AM, Remus Darkblight.1673 said:

The difficulty is actually the same (Other than gliding being available*). The main difficulty in the normal version is the time pressure, you have to keep moving or you will fail.

So... after saying "the difficulty is actually the same", you described why the difficulty actually isn't the same. 😉 

On 10/20/2023 at 11:20 AM, Remus Darkblight.1673 said:

I think what OP wants is a different layout with easier jumps, or the same but with additional platforms to make it easier?

I think OP didn't read the patchnotes and wasn't aware of -what amounts to being- a training mode for the usual clocktower jp.

Edited by Sobx.1758
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On 10/21/2023 at 9:22 PM, Sobx.1758 said:

So... after saying "the difficulty is actually the same", you described why the difficulty actually isn't the same. 😉 

I think OP didn't read the patchnotes and wasn't aware of -what amounts to being- a training mode for the usual clocktower jp.

I just meant the difficulty of the actual jumping, but fair point. 😛

On 10/20/2023 at 6:44 PM, IAmNotMatthew.1058 said:

Gliding allows you to skip a decent sized chunk of the JP. At the part where you need to jump off - where in the normal version the tower blows open - you can just glide along the side of the tower and end up a few jumps from the end.

Okay that's fair, though none of the actual jumps are difficult themselves. Certainly no more so than any other JP in the game (easier than many in fact). Without the time pressure you can just do that jump as intended and take your time to practice the rest. Though I agree someone who struggles with JPs in general can of course do the skip.

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6 hours ago, Zebulous.2934 said:

I wouldn't mind if Moto from super adventure box invaded the Mad Realm.  He could add an easy mode to the regular clock tower, for a lesser reward.

The holiday bosses really should mess with each other.  Thorn invading SAB would be even better though.

I keep hoping they'll do a story where Halloween doesn't end as planned and we discover the Lunatic Court have finally succeeded in their plans to keep Mad King Thorn in Tyria all year round. Then Halloween ends up blending into Wintersday and finding a way to seal him in the Mists again is the new storyline.

I'd want them to announce an end-date for Halloween as normal (and end the activities, dailies etc. as normal) so it's a surprise when some Halloween things keep going. I can't decide if I'd want them to do a '4th wall break' element where Anet pretend they don't know what's going on or why the decorations are still around and Mad King Thorn is still in LA.

Edited by Danikat.8537
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1 hour ago, Danikat.8537 said:

I keep hoping they'll do a story where Halloween doesn't end as planned and we discover the Lunatic Court have finally succeeded in their plans to keep Mad King Thorn in Tyria all year round. Then Halloween ends up blending into Wintersday and finding a way to seal him in the Mists again is the new storyline.

That could be fun, but also could be seen as a plot-lift from some movie that nobody ever saw and there would be lawyers. Pretty sure even a Korean company knows better than to cross The Mouse.

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19 hours ago, Teknomancer.4895 said:

That could be fun, but also could be seen as a plot-lift from some movie that nobody ever saw and there would be lawyers. Pretty sure even a Korean company knows better than to cross The Mouse.

Admittedly that was the first thing I thought of as well, but I think it would be different enough that it wouldn't be a problem. I'm not suggesting Mad King Thorn try to displace Tixx and do his own version of Wintersday or anything like that. I think if he was back in the world he'd be more interested in taking over Kryta again and trying to make someone (anyone, doesn't matter who) pay for what was done to him in the past. Maybe he'd object to the commercialisation of Wintersday, since back in his day it would have been more of a religious affair, with people praying to Dwayna and Grenth to let the winter end and spring start and I think he'd miss the fear and dispair.

P.S. Arenanet are America. NCSoft is their parent company but other than providing funding and recieving a cut of the profits (and presumably therefore setting high level budgets and targets) they don't have any involvement in the development of GW2.

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They made a non timed puzzle version of it , where you can take your time figuring out where to go and which jump to make , it's supposed to train you for the timed one.

I agree it's pretty difficult but you have to go mindfull "die and retry" before the explorable part was on, i failed it many times before doing it constantly, now i can do it at max speed and trying it as fast as i can  , knowing pretty well where to go.

I hope you do not expect them to put clouds like in the super adventure box , who are literally a cheat code allowing you to fly to the ending ...

Just do the explorable , watch, take your time , and once you have figured out a decent pathway try the timed one , i think thats what was in anet mind and goal , allowing players to train freely for this puzzle , it's well thinked and done.

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