Invisible walls between zones are killing me
All the gates have a pathway from what I remember.
I noticed this quite a bit, and usually its not extremely bad or immersion breaking. I have to say though there are some areas where invisible walls are quite noticable.
- The southern face of the Mount Maelstrom volcano. If you are trying to get inside of the volcano by scaling it.
- Fireheart Rise (Fuller Cistern sub-area), if you are trying to go north of that area by scaling the hills you will notice places where it looks easy to climb the hills but the invisible walls stop you often in the most illogical of places.
All the gates have a WP right next to them and if you look on the map they generally have some sort of pathway into the other zone, usually a road-looking thing or a form like ) ( from one zone to the next
I love the amount of invisible walls. Specially when you can just walk out of the borders of the map in many places.
http://gw2cartographers.com/
You can also look at the maps on that site to see the paths.
The invisible wall in destiny’s reach stopping you from base jumping Into the sink hole is really annoying me
Thank you Katz. Based on that URL though it may be a problem with my understanding of the map. I may have been trying to get to areas that are actually not explorable? Should all areas on the map not be reachable? I am trying to get to the areas:
East and West of Cursed Shore
North/West of Rata Sum
North/West of Brisban Wildlands
North/East of Divinity’s Reach & Harathi Hinterlands
North/East of Fireheart Rise
South/West of Fields of Ruin
A lot of places on the map are indeed not reachable. Cartographer has the names of all the reachable zones, so it sounds like you’re trying to get into areas not currently accessible.
They’ll probably be opened up in future updates/expansions, like the Lost Shores island was.
There are still several holes where -with some jumping practice and a good eye for it- you can get to the “edge” of your current area. Your worldmap will often pretend that there is some kind of terrain between areas, or to the side of areas. But once you reach a bit of terrain that the game will normally not allow you to reach (in order to preserve the illusion of a “world”, usually high cliffs or hills), you will realize that there is nothing at all beyond there. You will stare at a blue-ish endless horizon with water at ground level, instead of being able to “cross over” to the next area without using an Asura Gate.
Just one example: You make a new sylvari and start at the Astorea Waypoint. You cannot go south, because the usual cliffs/hills are blocking your way, but your map clearly shows you terrain to the south, leading to the grove. The only way to the grove however is by entering the Asura Gate.
You would like to go south, and climb across this hill that is blocking your path – but you cannot, because there is literally nothing there behind the hill. The Caledon Forest area physically ends right there, and the hills and cliffs are in fact only placed there to hide that fact and to stop you from reaching nothing
Also, although the asuran Metrica Province looks as if it was just west of Caledon Forest, it is not really. As far as I could tell so far (and I have seen quite a few maps edges) none of the GW2 areas actually are located physically adjacent to each other like they appear to be on your world map.
People using belittling wording like whining/qqing" are not taken seriously by me
Same for people posting only to tell others not to post (“deal with it”-posts)
It would be nice if GW2 ‘streamed’ the next area without having to use loading screens, but I believe the reason why the assets (terrain and objects) for the next terrain sector arent loaded or displayed I believe is because each area uses different assets than the previous areas, like Caledon Forest doesnt have asura buildings floating platforms or trees from Metrica, nor does Metrica Province have some of the trees and units (e.g. the nightmare court) that Caledon has. I think this is ultimately meant to save memory, so you don’t have to load a massive amount of objects into memory. Like getting a stutter when approaching Lion’s Arch due to having to load in all the ship-house models, textures, skies, etc.
That said, It would be really nice if GW2 couldve had a ‘streaming’ method so that the world blended more smoothly, like having elements of Caledon in Metrica, and vice versa. Instead of having such an abrupt transition from one zone to the next.