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  1. #11
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    Join Date
    Mar 2011
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    Quote Originally Posted by Dark-Saviour View Post
    While I'm not huge on invisible walls in general, areas like that, it works. The issues I have are, say... The Mist. There's a little area off the beach that looks like it leads to a trail in the woods. It looks like you could possibly jump to it (though it'd be nice if that was a legit trail that you didn't have to go through the hassle for, but I digress). You try to move towards it however? Invisible wall. If they could come up with a way to make it seem less awkward, it still wouldn't be great, but it'd be more palatable. As it is though, you're just running against an invisible forcefield with no feedback and it comes off as sloppy as Hell.
    There are SOME locations where there are invisible walls thrown up in places you would instinctively expect to be able to walk, I agree there. But I took issue with the poster above linking a map of the shroud and drawing a big circle around it and saying 75% of the area is "blocked off" when in fact the vast majority of what is blocked off is chasms or other space that is logically inaccessible rather than "oh, we don't want them to go there, screw you!"

    I don't expect sheer cliffs and steep mountains to be explorable. I naturally expect those to define the shape of the area. Stuff like the beach you mentioned etc does however feel a little lazy in some cases.

    While I don't think the areas we have are 100% perfect in every way, I still feel it was better to get these smaller, well crafted areas compared to 1.0s areas which were giant just for the sake of being giant which also felt empty and lifeless and repetitive. I wouldn't mind a big area as long as it was big for the right reasons.
    (2)
    Last edited by Alhanelem; 01-06-2014 at 10:36 AM.