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Another brick in the invisible walls of Malabar Tor!

RSram
RSram
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In my hunt to defeat the invisible walls, I defeated Malabar Tor. I found three access locations, but you would need to be a sorcerer to take advantage of them. The technique is to use streak to zig zag up the cliffs that don’t have invisible ceilings sticking out. There is no easy just walk through the passage like in Grahtwood. Malabar Tor wasn't as fun to explore as like Grahtwood and Reaper's March were. This was due to those green mountains that you see towering in the distance (index 0:06 in the video) . No matter how shallow the angle of the walls of this type of rock, you just slide off, except when it's completely flat. Since the East and Northern parts of the zone have water, there no content to see outside of these locations, but I did get to the shore north of the Tempest Island. The video is a slideshow and you can use the time indexes below to skip to the different screenshots.I hope you enjoyed the tour. Next brick I remove will be in Greedshade – And the vale will be lifted! 0:01 - This is the type of terrain that surrounds the entire zone, with the oceans the exception to this rule.
0:06 - I hate these rocks - you just slide off them no matter how shallow the incline.
0:12 - I’m on top the ridge overlooking the southern gate of Velyn Harbor.
0:22 – I’m on the south side of the Velyn Harbor gate, but the Greenshade zone isn't finished on this side because I navigated around the gate instead of going through it. Note that I’m still in the Malabar Tor zone.
0:28 - Scratch pad geometry? Maybe for practice?
0:34 – The game zone surface is not contiguous and you can fall into the cracks until the server kicks you out for overloading it with your "I'm falling at the speed of a meteor and I can't stop!" messages
0:38 - Another example of your hard earned memory being wasted away.
0:44 - Gateway to nowhere!
0:50 – The surface I'm standing on is under another surface about two meters above my characters head.
0:56 - At the outer edges of the game map, really eerie.
1:02 - Kind of like the Microsoft XP default background - only a bit darker in tone. Microsoft XP in purgatory!
1:08 - What the hell where the developer's drinking, smoking, and/or injecting? I want some!
1:13 - The Flat Earth Society was right!
1:19 - Red goes good with everything. So intimidating yet sexy!
1:25 - I need to get my bearings, this area is huge. Is that a marijuana farm down there?
1:31 - Where's the volcano?
1:37 - No wonder I can't complete the quest, the ruin is out here!
1:43 - It must be a trap! I'm not going in there!
1:49 - Looks like a worm is eating eating away at my memory.
1:55 - This is what the top a of water falls look like, but if you can't see it from the ground then why waste time creating it? Ok maybe the designers are just reusing a modular waterfall item.
2:01 - It's a proven fact that no matter how many times I wave at players on the ground they never see me! Maybe players, like deer, never look up because all the predators are on the ground stalking them.
2:06 - This is the money shot - if you can't find these areas, you can't easily move around in the forbidden zone
2:12 - Superman's “Fortress of Solitude”? Or maybe, it’s just another one of those Google data centers?
2:18 - The east side of the BaanDari Trading Post “gate. The game God lied, there is nothing behind door number two.
2:25 - Why is that tree here? I got to know!
2:31 - Strange alien text - what's that on the left? The holodeck malfunctioning? Computer – Arch! Get me the hell out of here!
2:37 - More alien texts, or are they crop circles?
2:43 - To get here, I had to drop jump off those striped cliffs - minus a one soul gem.
2:49 - The developers really have some serious product placement issues. I have to explore it, I can’t help myself.
2:55 - Ah - the cube from Portal and it’s next to Dorothy’s house. Suspicious! Must be an Aperture Laboratory test! The P2P is a lie; the P2P is a lie….
3:01 - "The Bridge to Nowhere.”
3:07 - Depressing. I wonder what this represents, or is it a prediction.
3:13 - There is the green water and the holodeck water, which one do I jump into?
3:19 - The money shot! The gateway to the entire hidden zone.
3:25 - At least this one isn't tendering off the edge.
3:31 - The "Living Tree" I found it - what's that in the distance? Damn!
3:37 - I really want to jump in that water to get across, but the Slaughter fish have other ideas.
3:43 - Just showing that I'm on the Northern Shore across from Malabar Tor. Or did I Photoshop this entire video?
3:49 - Wasted geometry on the northern shore. Only God and I will ever see this...
3:55 - North of Tempest Island. The Slaughter fish are keeping from swimming to it.
4:01 - Had an itch to climb the highest mountain that I could find. I could only stay for 15 minutes due to lack of oxygen.
Edited by RSram on April 7, 2015 1:54PM
  • Siliconhobbit_ESO
    Siliconhobbit_ESO
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    Very nice. I've explored much of the area north of Craglorn a while back.

    All of this EXTRA 'stuff' however always made me wonder...how much of it is my system/GOU actually drawing way off in the distance? Are all these extra useless (at the moment) pixels and barren landscapes having an effect on my system while I am playing? Is it really necessary to have anything 'out there' if all of the ways to get there are found and just fixed/blocked?

    I'm not a programmer or a graphic designer so I really have no idea how things like this work. Can someone with more knowledge then I weigh in?
    Sinister Swarm
    15 Years of Gaming Excellence
  • RSram
    RSram
    ✭✭✭✭✭
    Very nice. I've explored much of the area north of Craglorn a while back.

    All of this EXTRA 'stuff' however always made me wonder...how much of it is my system/GOU actually drawing way off in the distance? Are all these extra useless (at the moment) pixels and barren landscapes having an effect on my system while I am playing? Is it really necessary to have anything 'out there' if all of the ways to get there are found and just fixed/blocked?

    I'm not a programmer or a graphic designer so I really have no idea how things like this work. Can someone with more knowledge then I weigh in?

    In Craglorn did you find an opening in the invisible wall, or were you knocked in the area during combat?

    Only one zone at a time is loaded into memory, so you can't use this method to secretly move between zones.

    If ESO is using modern 3D logarithms then the extra geometry will be ignored because of the geometry in front of it, BUT it still uses valuable disk space and memory, and increases the load times of the zone transitions. Some of the geometry is used for distance viewing when looking from one zone into another.

    I'm hoping that ZOS is using 3D instancing to save disk and memory space. What this does is generate multiple copies of an object stored in memory. With this method the instanced 3D objects only need X,Y,Z coordinates and X,Y, Z rotational axis; the object's mesh and texture data is copied from the original 3D object.

    I looks like the developers used the outside areas of the zone as a scratch pad or temporary storage while designing the zone, and forgot to delete the unused items.

    To me the challenge is to circumnavigate the zone outside of the live playing area.
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