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Do the jumping puzzles ever stop??


SickOfJumping

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This game would be sooooooooooo much more enjoyable if I did not have to stop the flow of action and fun every 10 minutes to attempt a stupid jump 25 times. die/load, die/load, die/load, repeat 22 more times and you can finally go back to having fun, at least till the next one. I dream of the day when a game like this does not stop the flow of action and fun to throw some stupid jumping puzzle in. It is not a big deal to get a special jump if you are just going to increase the jump distance to match it!!! Make me feel powerful in that I can leap where i need to without having to worry about it, I don't feel like I got a new power, I feel like I was given something so you could make my life even more difficult. Sigh.

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I think somewhere in the manual it said to use the USE key (E by default) to halt where you land. I'm not sure, didn't read it till after I beat the game... but try that maybe.

 

 

Don't be shy to quiksave OFTEN. I'm talking after every successful jump if absolutely neccessary.

 

Maybe you can find an easier place to jump too, or bypass altogether.

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Until I get a better video card, I'm stuck with my voodoo 3 3000 agp and the "excessively long load times" and "unlegible writing" that the readme talks about.

 

Do you KNOW what I have to do to play again in SP if I die? The load screen gets all laggy because Mon Mothma is replaced by an upsidedown lucasarts logo (actually all of them are...) and it gets about half way when the the lucasarts logo crumples to one side of the screen and then freezes completely.

 

To continue play, I have to exit, re-enter, fiddle with the resolution (ie load the game twice so I can read any actual text) and then try to do Bespin.

 

I got as far as the exhaust chutes in Bespin and when I got to the top, the door wouldn't open. Maybe its a glitch for voodoo users but there was nothing to suggest why it wouldn't open.

 

So I cheated and haven't stopped since. I know, I know, its terrible blah blah blah, but until I get a new card (hell a new comp, I'm running on a P3 550, 128 mb ram etc...), dying is just too time consuming.

 

 

:(

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It is not that I suck at jumping friend, my problem is the flow of the game gets interupted with these mundane and brainless jumping puzzles. yes they do require multiple attempts at times though. I think the flow of the game is more important than throwing in some jumping puzzle that makes no sense to the world your in. At least blend it in where it fits and makes sense with what your doing! My other gripe was if your gonna give me force jump don't make the distances from there on out even further! That creates an illusion that I never got a special power in the first place.

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If you're talking about

activating the transmitter with Rogue Squadron's frequency

, I can remember how annoying that was, but at least I got a huge feeling of accomplishment when I did. :)

 

Some of the puzzles are fun, like

 

geting into the guns and helping Rogue Squadron out by taking out a few TIEs.

 

 

Having said that, I may have to go to bed. G'night.

 

:yobi:

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I'm one of the Voodoo3 users. And I'm exeperiencing exactly the same "glitches" as you are-dying is just too time consuming. I say "glitches" because it's simply not an issue of performance as the Voodoo3 really can run this game with good framerates. Also not enough ram or other hardware weaknesses are NOT excuses for that super-long load time after dying (does it ever load?) because the first time you load that level everything is fine. Yeah yeah I know 3dfx is gone but is it really so hard for Raven to add a little bit more support for Voodoo's?

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I don't really mind jumping puzzles too much, as long as the jumps are MANAGEABLE. The jumps, for example, in the comm array are manageable. The jumps in Nar Shaddaa are NOT, and thus require you to reload because you hit jump 0.02 seconds too early.

 

This is simply VERY bad design.

 

Jumping sections actually do make for better level design, because not everything has to be connected. For example, the Tram area in Cairn Reactor, where the troopers blow up the rails, so to speak, would not be possible if there was simply a pathway going from one side to the other (why take the tram then?).

 

But some of these jumps are at the utter limit of Kyle's ability to reach them, and require frequent reloads, and this just sucks. Unfortunately, a lot of current day FPS level designers seem to feel that Mario is still the pinnacle of gaming :mad:

 

Btw, voodoo3 users, I've read a post about someone who had the same problem as you guys did regarding reloads, and he managed to fix it. He said that if you actually NAME your savegames, as opposed to letting the game use the standard defaults for them, the problems disappeared for him. ALL of them... It's worth a try right?

Oh, and not to rag your or anything, but I've seen Geforce2 MX cards for 40 dollars.. It's really worth it, trust me. Not having 32 bit color sucks in JO.

 

Creston

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yeah, seriously, didn't 3Dfx go under in like 98 or something? especially considering how fast video cards are progressing now, the most advanced of the voodoos are ancient,

 

GET A NEW VIDEO CARD. even a radeon would probably be better,

 

<-- AMD & nVidia Fanboy

 

get a little GF2GTS32mb DDR card, thats what I got a year ago, and it's served me quite well, and can STILL play anything I throw at it, at good settings (nearly maxed at 1024x768) and solid FPS,

 

heh,... but I'm selling it with most of my current system to be building someone else one with the parts, and will be getting a GF3Ti200 to replace it.... (and yes, I know thats the lowest of the GF3's, but I got a low budget, and hadn't intended on getting a new video card until GF4 prices went down to reasonable anyway)

 

I think a few of the jumping puzzles were kinda annoying, but not all that horrible, use quicksave properly, and play them over a dozen times if need be, once you get to the end of the SP you'll probably be damn good at jumping. which can make a big difference in MP

 

edit: "Unfortunately, a lot of current day FPS level designers seem to feel that Mario is still the pinnacle of gaming " oh, it's not a big deal really, I don't think, I think FPS is considered the lowest brow of gaming genres there are,... so it's not a real big suprise, I don't think that the development is somewhat lagged,

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To be honest i have never really had any problems with the jumping, ive missed once or twice but i make it first time usually. As for the poor performance issues, im running on a voodoo 3, p3 600, 128 ram just fine. Loads fine, runs fine, with the occasional patches of slowdown in multiplayer. (When everyone runs to the same area, and it just happens to be overlooking the whole map).

 

The only thing i had problems with was level 17, the sneaking level. I bought the game to chop stormtroopers in half with my light saber. I cant just sneak by and let them live. It took me around 10 tries before i could do it. :(

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Originally posted by D4RK^FL4ME

The only thing i had problems with was level 17, the sneaking level. I bought the game to chop stormtroopers in half with my light saber. I cant just sneak by and let them live. It took me around 10 tries before i could do it. :(

 

 

Note that you don't HAVE to sneak in this level. This level is the best Stealth level ever designed. Being SEEN by the stormtroopers doesn't end the level (as most of the :swear: stealth levels in other games do, they see you one time, end of game), it's when they HIT THE ALARM SWITCH.

 

Place trip mines and a few turrets around the first alarm switch, snipe the two rocket troopers up on the catwalk, then saber every foolish imperial who tries to hit that switch. Voila, imperial stew, no stealth, and feel free to go on :)

In fact, the ONLY ones you can't kill in that level is the one where the imperial is behind a window (the room where you have to turn the light off). I can't find any way to kill him and thus be able to go on having killed everyone there.

Every other imperial in this level can be safely killed if you keep him from hitting that alarm switch.

 

Go back and slay, young Jedi!

 

hehe, no really, I am a light side Jedi :D

 

Creston

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Like FatScaryGuy said get the wickedgl drivers and it sorts all the loading problems and graphic glitches 1 thing i had a problem with was running the install program on windowsXP but all u really need to do is copy the opengl32.dll file to ur gamedata directory

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Personally, I couldn't agree more with this thread. The point in Nar Shadda represented in the screenshot below is the reason why I cheated my way through the rest of this game on the first go around in the first place. I'm about ready to just chuck the whole thing and stick with Dark Age of Camelot:

 

ns_streets.jpg

 

I've been stuck at this position for nearly an hour now, because I keep missing the damn jump - using Force Speed no less!

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I think I'm about 75% through with the game... and so far, all of the jumps have been doable, albeit with several tries.

 

I don't mind the jumps as much as the back and forth button hunting that never ends. I think the game play has evolved by now... lets find other reasons to get us to move through the game. After every intense scenario and sweat enducing battle comes a long period of downtime to either negotiate jumps or backtrack to find a button. Can't sabers just cut through the doors anyways? I don't recall any moments in any Star Wars movies where they spent 30 minutes trekking around hitting a series of buttons.

 

 

 

:confused:

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its not so much the jumping difficulty that pisses us off...its more how "unrealistic it is" for example, getting onto a crate (that you could really just pull yourself onto) just to get an item that you could reahc out and get...that's retarded. also--'sliding' off the jump location is a pain in the ass and a limit of the keyboard not of the character--it becomes more a video game trick and less of a strategy thing if you know wha ti mean.

 

for you psych people out there--there's been points in this game where i've felt like one of skinner's rats running around the maze...that coupled with the jump tricks (hitting the space bar) makes me have to ask--where's my pellet?

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I'm using a Voodoo 5 card, and only get the illegible writing in Multiplayer.. and only sometimes. Which sucks, because I really want to change my force powers to the dark side, but can't the moment the text screws up.

 

Anyway, onto the topic at hand. The jumping puzzles suck when there are heaps of them. I mean, in the movies how many times did you see them jump from place to place.

 

And with the RS code activation, how would a normal stormtrooper change the code if it was activated by jumping from place to place with the force?????????????

 

Anyway, my computer won't load a save game unless I quit to my desktop and reload a game, so dying gets very frustrating even with the handy quicksave feature.

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Ironic that the picture that person posted was of one of the easiest jumps in the game if they did it right. Those of you having difficulty jumping are making it harder on yourself than it should be. For example, if you're having trouble sliding when you land, hit the use key as soon as you land and you'll stop dead in your tracks. None of the jumping puzzles are all that difficult. Sure I died several times but I did a quick reload and I don't have that fast of a computer. I have a TNT 2 M64 and 800 mhz P3 with 192 megs ram. Not a blazingly fast computer. Maybe if you have long loading times the graphics are turned up too high. If you're having glitches with a voodoo card, that's not Raven's fault you have a crappy graphics card. Spend the $50 and update it.

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Originally posted by funkyeire

its not so much the jumping difficulty that pisses us off...its more how "unrealistic it is"

EXACTLY!!! I don't mind jumping, or anything else for that matter, if it seems as if it belongs. But there are times where you reach an area & think "Who in their right mind thought this would seem plausible!". That giant room on the Doomgiver with the 27 individual code rooms was just plain RETARDED! I know every time I design a capitol ship I always want to waste the space of multiple ship/cargo bays for a job that could be done on one computer console! I nocliped my way through this part due to the "lame factor" alone.

 

I also don't like the looks of the swings in the strong stances. Moving a saber that slow should not result in heavier damage. Realistically, the speed that the saber moves during the height of a swing should be the fastest in the strong stances instead of the slowest. Their weakness should be that the user leaves himself more open to attack when rearing back prior to the swing & again during the follow through of that heavy swing. I would like to see this fixed in a patch soon. Until then I'll keep using the first medium stance (fastest swings) & saber realistic combat code.

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Well, I have to say that I've found most of the required jumps to be doable, but some of the jumps you have to make in order to get to some of the secrets are impossible (I can think of a couple on NS Streets). As far as the Communications Array Puzzle goes, your jump power is pretty impressive at this point and so it's not that hard. Nevertheless, one wonders how the Imperials set the different codes. Maybe the Shadowtroopers moonlight as repairmen. The type of jump that I despise are where you have to jump from one pillar to another (for example the Executor mission in DF). I did like JK1 better in that if you could see the top of a box, you could jump on it with your regular jump. But, I also like not having to hold down Force Jump, like you did in JK1, so, as Hamlet says, There's the rub.

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