Invisible Walls - Sign of poor design
I haven’t seen an invisible wall yet, to be honest.
There are a few, to me a very minor issue.
So every game that was ever made? Because they all have invisible walls.
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I think this game needs more invisible walls. In dungeons. cough cough terrain exploits cough cough
You also forgot about objects that you seem to get stuck inside when using blink spells probably because they are hollow inside this is especially noticeable when doing the water fractal and krait get stuck in the ceiling…
I haven’t seen any not intended invisible walls yet. All the invisible walls I’ve seen are the ones that they added on purpose because they don’t want you going through there.
I haven’t seen any not intended invisible walls yet. All the invisible walls I’ve seen are the ones that they added on purpose because they don’t want you going through there.
That is, quite literally, the only way invisible walls can exist. If they were put there intentionally.
What the OP is saying is that if you need to rely on invisible walls to keep people from going certain places then your terrain design is bad.
I think I’ve encountered a couple of invisible walls between boulders or a boulder and a wall. It’s not very frequent or something that really needs the Devs to take time to locate each one and fix. Every game is going to have stuff like that. Just go around.
I’d prefer invisible walls to glitched borders. I’ve found many places where you can climb out of the map, then there’s a huge ocean and you tend to fall through floors. they are fun to find for the newness to them, but very unpredictable.
that said, invisible walls are also amateur. They cover the programmer’s butts in case they screwed up. Ideally, we would never find either of these.
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I think this game needs more invisible walls. In dungeons. cough cough terrain exploits cough cough
Fear not NetherDiver, I will save youuuuuuuuuu!!!
/runs up, grabs NetherDiver, spins him around, deftly perfoms Heimlech Manuever, watches in amazement as an Anomaly comes flying out of his mouth, tries to catch it, misses, grabs butterfly net, snags the Anomaly and we all live happily ever after.
I haven’t seen any not intended invisible walls yet. All the invisible walls I’ve seen are the ones that they added on purpose because they don’t want you going through there.
That is, quite literally, the only way invisible walls can exist. If they were put there intentionally.
What the OP is saying is that if you need to rely on invisible walls to keep people from going certain places then your terrain design is bad.
Ah I see what he means now. However, invisible walls can exist unintentionally as well. I’ve seen it dozens of times in MMOs where there is a random invisible wall in the middle of a field. Clearly that is not intended.
While I suppose the OP could come up with an example showing an exception, for the most part I believe the opposite of what he says is mostly true. The reason that the GW2 world’s appearance is as good as it is, is because of their willingness to use invisible walls to prevent players from going places they don’t want them to. This is as opposed to doing the undesireable thing the OP wants which is compromising the appearance of the world by changing it to prevent unwanted movement.
Or simply put, the benefit of invisible walls is that they have no impact on the appearance of the game.
I have mostly encountered them around vistas, jumping puzzles, and “avoidance paths” – the latter being routes you would logically take to avoid mobs to get to some desired location, only ANet wants you to fight your way through… I guess to either cause you to die (and pay for repairs) or to force you to use a group.
All three cases tend to kitten me off… If I’ve found a route to a vista or a jumping puzzle (and I’’m not talking talking about an exploit; just an obvious route), then I should be able to take it. It’s extremely annoying to find what appears to be an obvious path up a hill or ruined wall, but you can’t take it because ANet apparently wants you to do some stupid Mario Brothers jumping game.
Similarly, if I choose to avoid mobs in order to get somewhere and I find a path to do so, then I should be able to bypass them… especially on my squishier toons. With mob density being what it is and the ridiculous respawn rate being what it is; with mobs often appearing out of thin air in what appears to be clear areas; players should have some options to go around terrain they don’t want to traverse.
Nope… ANet wants you to play the game their way. So, the game becomes nothing more than hack ’n slash; no brain-power allowed…
Well i can only repeat myself that if they dont want you to reach certain places they should put some extra work in and redesign landscape a bit, making certain gap tighter or rock higher so you wouldnt have a chance of passing it anyway.
Now then you have gap size of 2 charrs but you cant fit an asura there.. its a bit odd. Plus you have few opposite situations. My main is charr but i found myself falling throu rabbit holes few times size of a ball.
So yeah, basically if they dont want us to get to certain areas or force us to fight our ways throu they could atleast do that in style , not by placing invisible walls.
Well i can only repeat myself that if they dont want you to reach certain places they should put some extra work in and redesign landscape a bit, making certain gap tighter or rock higher so you wouldnt have a chance of passing it anyway.
Now then you have gap size of 2 charrs but you cant fit an asura there.. its a bit odd. Plus you have few opposite situations. My main is charr but i found myself falling throu rabbit holes few times size of a ball.
So yeah, basically if they dont want us to get to certain areas or force us to fight our ways throu they could atleast do that in style , not by placing invisible walls.
You know, they could do that, but then you wind up with any barriers resembling infinitely high steep cliffs either up or down and it winds up looking . . . pretty artificial. I’d rather the landscape look better and have invisible walls, to be honest.
At least now I can jump off cliffs 6ft tall rather than having to walk around a ways through mob spawns to find a way down. (I freaking hate the old Maguuma . . .)
I played when the game launched and everything was unknown, and my explorer instinct made me look every corner of every map in search for anything that I could find.
I also think they detriment from the game’s enjoyment, that feeling I had when discovering and exploring a new place, or thinking “is there something up there?” just to be barred by an invisible wall is… not a very good experience.
I even made a huge list of invisible walls, supposedly unreachable places that are actually reachable, and objects/terrain without collisions (when you get inside a rock for example).
I think I typed… what, 50 of them?
This was about a month after the game launched.
When I was doing my World Completion with my 2nd character I was surprised to see they were still there.
But well, I also reported Rune of the Pack’s wrongly giving out 50 healing power instead of power with it’s 6 piece bonus, and 4~5 months later I’m still with an extra 50 healing power (and 50 less power).
I’m pretty sure their bug team either doesn’t work, either are lazy, either have their priorities mixed up, either don’t read the bug forums, or all of these options.
Yeah normally not a fan of invisible walls but this is not an issue in this game at all. It’s actually pretty easy to explore about the place, really. My favorite is getting out and on top of the infinity coil in mount malestrom.
really bad engineer