I recently tried to complete the Elinia jump quest to get the flowers for the fisherman in Lith Harbor as I am aiming to complete as many quests as I can with my current character. I have completed many jump quests to date through sheer obstinance and brute forcing it. However, this has proven impossible with the Elinia JQ. I have experienced 4 major issues that I will number and list below. I understand all devs are busy and it is unlikely this will be addressed anytime soon, but still want to at least make a record of it so that when there is time it can be checked out. 1. The hitboxes for the banana peels seem to randomly shift above and below the visual representation. - Whis trying to get through the second section of this JQ I experienced the most trouble with the monkeys and their blasted banana peels that don't seem to hit the same area every time. By this I mean that I noticed empty areas between the projectile paths that are clearly intended to be "safe" zones to stop in and time the next section. I would stop in these sections and sometimes I would be fine, the peel passing harmlessly above my characters head and below their feet. Other times though, I would get hit even though I was in the exact same spot as last time. And it could be by either the one passing below or above my character. Indicating that the hitbox representing the games understanding of where the peel actually was, was not lining up with the in-game visual icon and that it could vary by several pixels either up or down from the line the visuals indicated. Now this would be fine if the in-game visual mirrored these differences so that we could make adjustments for them and try to avoid the issue, but since they don't I found myself getting knocked back to the beginning regularly in the vine sections just because I got hit by an invisible hitbox. 2. The spike traps hitboxes also move, though it seems to mostly stay to the platform they are on. - Like with the banana peels, the hitboxes of the spike traps in section two didn't always line up with the visual representation. There were several occasions where I would be on the opposite side of a platform from spikes and would still get the hit effect with a single damage taken. Now if it was just this that wouldn't be terrible, but since getting hit makes your character "bounce" either forward or backwards randomly... This has caused me to have to either redo specific sections or start all over again for seemingly no reason. 3. Random damage from nowhere. - Following the other two, I also experienced occasional damage that seemed to come out of nowhere. I would be walking along one of the few non-trapped platforms when my character would take a single damage and "bounce" like I was hit by something. This like the others wouldn't be too big an issue, but due to my keyboards impute lag (especially for jumping...) this could lead me to missing a jump I otherwise wouldn't have and falling an indeterminant amount of distance down towards the beginning. Sometimes only having to restart a specific part of that section, others having to start back from the beginning... I do not have any idea what these hits are coming from as there was nothing visually present on my screen at the time I got hit. Also, just to clarify. I am aware of and even got past the platforms with the little prickly plant things that blended into the background. The instances of me getting hit by seemingly nothing was always before those platforms, so I can certify that it wasn't those at the least. Unless they have developed an extremely wide wandering hitbox.... 4. The timing of all traps randomly changing without a noticeable pattern. - This one may be an actual intended feature for all I know, but with the other 3 issues I was having with this one JQ I still feel it worth complaining about. The monkeys would randomly speed up/slow down their attack patterns, spike traps that just triggered might trigger immediately after or have and extended gap between triggers. It was incredibly frustrating to try to time jumps across gaps with spikes on either end when there is no way to know exactly when the trap would trigger and climbing the vines with the monkeys randomly changing their throwing pattern made even getting up the first vine of zone 2 nearly impossible most of the time. If the first three problems were solved, this wouldn't be as big a deal as you could at least stay in a "safe" area long enough to try to learn a pattern if there actually is one. However, with my character literally randomly getting booted back to the beginning anytime I spent more than a few seconds stationary it was impossible to spend more than that little time to try to learn any potential patterns that just don't stick out... Thank you to anyone who reads this and especial thanks to anyone who eventually looks into these issues. Even if it is years after I post this. I am still grateful. Just typing all of this out has helped me relieve much of the frustration that was built from this travesty of an experience. May everyone working on this wonderful recreation of my most favorite MMO have wonderful lives. Sincerely, A longish time player.