One Annoyance about the Desert Borderland

One Annoyance about the Desert Borderland

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Posted by: Xenesis.6389

Xenesis.6389

I’ve run into one thing that annoys me greatly about the desert borderland, hopefully some others share this annoyance.

Running into the random plant, or small stone, or stone chip on a stairway or ramp, or tree root or even bigger stairs should not make you stop.

No other map have I encountered in GW2 where the random little things make you stop in your tracks and you need to go around them. I think these things should be made to walk through or walk over. Anyone remembers the little stone clip that sticks out in north tunnel of dredge tunnel in ebg? it’s like that but 10x more present in the desert map.

Almost nowhere does that exist on the alpine maps, whereas on the desert bl it’s an everyday occurrence for me. I know Anet wanted to make an interesting and detailed map, but I think they may have gone overboard and took away the smoothness of a wvw map.

I’ve lost count the amount of times I’m in a fight and get hung up on a random plant, having these random none passable objects breaks momentum in a fight. Environmental factors should play a part in fights, walls, posts, gates, bridges, stairs, not a random plant on the ground that you can barely see because it’s a half desert.

So please Anet I would ask that you go in and give the map a good cleaning, there are plants you have that are passable, please use those more if you need to. I’ve attached some screens to show examples. Thank you.

Attachments:

Another derailing post. ^^
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill

(edited by Xenesis.6389)

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Posted by: gitflap.9031

gitflap.9031

Hell yes! Autorunning while checking the map & you’ve been stuck behind a root or on a stair the whole time. Fix it. Fix it now!

Thanks :p

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Posted by: Badass.7492

Badass.7492

Don’t forget the root right in front of the stairs of the south-west tower :P

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Posted by: Puck.9612

Puck.9612

Don’t forget the root right in front of the stairs of the south-west tower :P

That kittener has caught me at least a dozen times

Jim Hunter when my other account isn’t suspended

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Posted by: FogLeg.9354

FogLeg.9354

I would like to see these fixed too. Yet, if the Alpine maps are returning in few weeks, it is probably not worth the trouble to fix up these small details on the maps that may be never used again.

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Posted by: ricky markham.8173

ricky markham.8173

goodness thats why im jumping al;l the time while looking at map and autorunning but yes i agree need to iron out those thing and random drops where there is no way down still running into those

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Posted by: Xenesis.6389

Xenesis.6389

I would like to see these fixed too. Yet, if the Alpine maps are returning in few weeks, it is probably not worth the trouble to fix up these small details on the maps that may be never used again.

The alpine map is coming back, but that doesn’t mean the desert map is going to be trashed, they’ve put too much time into creating it and trying to update it according to our needs they won’t just kick it to the side for long.

They just implemented fixes with the april update, why do that if it’s going to be kicked to the curb permanently? Once it’s been taken out it should be polished up with like the suggestion to remove or change those plants, and then brought back for rotations, whenever they can get that implemented.

Another derailing post. ^^
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill

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Posted by: ArchonWing.9480

ArchonWing.9480

Don’t forget the root right in front of the stairs of the south-west tower :P

You should be able to burn that kitten ed thing down.

And then jump on its ashes.

For once you have tasted flight you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return.

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Posted by: Phantom.5389

Phantom.5389

Great post OP.

Totally agree with you for those slightly annoying things
I did indeed get stuck on those many times while looking at map for enemy activity while running ahead…

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Posted by: Shazmataz.1423

Shazmataz.1423

Great points OP! It always happens to me as I salvage while running along…

The desert bl have really improved with the beta changes and my guild has spent way more time fighting in the bl since the patch but if the maps could be polished to remove these annoying toe stubbers they could almost be great.

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Posted by: Quednau.7390

Quednau.7390

I actually lost half my group trying to get out of a bomb on those stairs. My commands in voice chat included jumping afterwards lol.

Darkhaven
[Qrew] Leader
Warrior

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Posted by: Simonoly.4352

Simonoly.4352

A very important post. Thank you for documenting this for Anet.

Gandara

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Posted by: Teon.5168

Teon.5168

Oh yea….I have to jump over small roots and such all the time, yet can walk through much larger bushes in the bls…..I have gotten used to it. Fortunately, I have been lucky enough not to have been killed in a fight because of it……yet.

So yes, OP is absolutely correct with the original post and pics.

Forum discussions -
Mmo players with a screw loose vs mmo players with two screws loose. All very important stuff.
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Posted by: DeWolfe.2174

DeWolfe.2174

Good post and good examples given. Creating player conflict and obstruction is a part of game design. I usually just label it “trolling” though it’s not intended to be malicious. Unless of course you’re Drooburt! <shakes fist> Anyways, on the desert map, the dev’s certainly went a bit too far with the trolling aspect of designing.

[AwM] of Jade Quarry.

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Posted by: DeWolfe.2174

DeWolfe.2174

Can we also add the fact that we’ve occupied this area for over 5 months already. You’d think any military force would have construction crews fortifying and repairing our forward bases of operation.

[AwM] of Jade Quarry.

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Posted by: Teon.5168

Teon.5168

Can we also add the fact that we’ve occupied this area for over 5 months already. You’d think any military force would have construction crews fortifying and repairing our forward bases of operation.

We obviously have really sucky groundskeepers.

Forum discussions -
Mmo players with a screw loose vs mmo players with two screws loose. All very important stuff.
-Zenleto-

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Posted by: Tyler Bearce

Tyler Bearce

Game Designer

Those shrubs are dynamically generated in the map editor, which is why they aren’t always logically placed. I’ll talk with the map artist about potentially removing them or replacing them with something less obstructing though.

The unusually steep steps in the fire keep lord room are there to prevent players from pulling the keep lord off the platform and thus circumventing some of the fight mechanics. Maybe this could be a single step though, like in the air keep.

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Posted by: FogLeg.9354

FogLeg.9354

Thanks, Tyler

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Posted by: Chaba.5410

Chaba.5410

The shrubs don’t bother me so much, nor the stairs in the screenshots you provided. The most annoying thing for my guild and I are the stairs south of fire keep going up to the slit (now a gaping maw) on the way to the camp where you can usually place catapults. It is soooo easy to get stuck on those stairs for no obvious reason.

Chaba Tangnu
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast

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Posted by: Kagusaki.3176

Kagusaki.3176

The shrubs don’t bother me so much, nor the stairs in the screenshots you provided. The most annoying thing for my guild and I are the stairs south of fire keep going up to the slit (now a gaping maw) on the way to the camp where you can usually place catapults. It is soooo easy to get stuck on those stairs for no obvious reason.

Sadly all these stairs have been constructed by the United Brickerlayers of Tyria. Union has been on strike right after the HoT release. Scabbies were hired but they weren’t licensed contractors

Anywho, there’s a branch at one of the southtowers that I get stuck in at least 90% of the time. We need to hire better landscapers!

Foreman Spur – Level 80 Charrior | Firefister – Level 80 Charrcromancer
The Legion of Charrs [TLC] – Fort Aspenwood’s Finest Charr Guild
You can’t spell Fur Affinity without FA! :3

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Posted by: viikatemies.5347

viikatemies.5347

GJ OP!

This is relevant matter and with those screenshots and quick notes you explain the problem clearly and efficiently.

I hope we see more posts like this from other forum users too!

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Posted by: Nadha.6097

Nadha.6097

I thank you very much OP to put some of it together.
there are many more examples unfortunatly (around outside firekeep, stairs, around north camp a lot of stones and crevices to get stuck in or on) and I would really have a gardener/landscaper employed to smooth out most of those annoying growth.

Alpine is totally not free of it, but desert took this to a whole new level of obnoxiousness.

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Posted by: msalakka.4653

msalakka.4653

Off-topic, but I like how this Tyler guy has been answering many threads in this subforum lately.

Gutter Rat [cry] | Gandara | Roaming nuisance
~ There is no balance team. ~

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Posted by: Osu.6307

Osu.6307

Don’t forget the broken step at the top of the stairs leading up to the area above the northern outer gate on air keep. Those get me every time.

Osu

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Posted by: Xenesis.6389

Xenesis.6389

Those shrubs are dynamically generated in the map editor, which is why they aren’t always logically placed. I’ll talk with the map artist about potentially removing them or replacing them with something less obstructing though.

The unusually steep steps in the fire keep lord room are there to prevent players from pulling the keep lord off the platform and thus circumventing some of the fight mechanics. Maybe this could be a single step though, like in the air keep.

Thank you Tyler! I really appreciate the communication you’ve given us the past couple months and the work you guys are putting into WvW.

Thanks to the rest of the posters here for the support, I thought about getting as much examples as possible but then it probably would take me forever to get them all, so I just put up the ones that I ran into multiple times in the past couple days. XD
But if anyone else has a particular annoying plant or shrubs like these please feel free to post a screenshot of it in here.

Another derailing post. ^^
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill

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Posted by: Synosius.9876

Synosius.9876

those shrub things are rly annoying.

theres also the general uneven terrain that causes obstructed issues where even though an enemy is like 600r directly in front you cant hit them with ranged attacks.

trying to use a movement skill but it catches on the seam of two different terrain types so I end up just running in place until the skill ends.

jumping over the many tiny lumps with chill or cripple is as bad as immobilize.

theres a thing I call Charr toes, because it seems to be the worst on charr models and I imagine it to be their big claws tripping them up. best example for this if you want to experience it, try climbing the rock steps to the vista above lowlands keep. if you run against the step and try to jump forward the terrain wont let you pass. you have to back off the vertical face and arch the jump over the step.

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Posted by: lioka qiao.8734

lioka qiao.8734

Just take the collision mesh off the shrubs. They can be there without that right?

Little red Lioka