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ZOS, why so many invisible walls in the game? Please reconsider

maboleth
maboleth
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In spirit of Elder Scrolls games - go anywhere, do everything, be anything, I find invisible walls in odd places bad.

I'm not thinking about obvious and required IWs, such as end of the zone, mountain passes or wherever player needs to be stopped as there is no content beyond.

I'm thinking about all those invisible ceilings and walls in the world, houses, limitations on places that are ruining the exploration and immersion.

Some mountain tops clearly have space for a player to go and climb, but cannot. Just because. Sometimes you are stopped in front of the cascaded waterfall that clearly has so much more behind to check and see.

Some players even 'hack' those invisible walls wherever possible and it's already been confirmed how much more defined and already created space there is behind.

Sometimes I'm wondering if ZOS put some invisi walls on places that could be seen as potential shortcuts in the zone. But my question is - why? If the player has found a shortcut, reward him, let him pass. It's not game breaking or overpowering. Someone found a non-linear way to go through, so be it.

All I'm asking, ZOS, please don't put them where you don't need one.
Please let the player explore where it is possible. It is exciting to go off the charts, to wander and climb. It's the spirit of Elder Scrolls world.
Let the non-linear paths and minds be.
Edited by maboleth on November 22, 2022 11:39PM
  • Molydeus
    Molydeus
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    Agreed. Exploration should be rewarded in this game. The invisible walls seem so random sometimes too, where forward motion is suddenly just... stopped, despite you clearly being able to continue on because the path keeps going.

    And don't get me started on the invisible walls and ceilings they put in houses.
  • maboleth
    maboleth
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    Molydeus wrote: »
    Agreed. Exploration should be rewarded in this game. The invisible walls seem so random sometimes too, where forward motion is suddenly just... stopped, despite you clearly being able to continue on because the path keeps going.

    And don't get me started on the invisible walls and ceilings they put in houses.

    Yep. I don't see any logical explanation for invisible walls sometimes, other than devs just speedrunning the zone or houses to be on time. Instead of carefully projecting the 'net' around environment where player can go, they just blast it wherever it sticks. Non-linear, 'non-intended' usage is not tested, not permitted or whatever.

    Cyrodiil is probably a good example of how invisible walls can be done right and precise. You can pretty much go anywhere there and when you cannot, there's a good reason.
  • DinoZavr
    DinoZavr
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    invisible walls are the key feature of the Blackwood Chapter. very annoying! :'(
    PC EU
  • robwolf666
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    They are there for a good reason at the edge of a map, but yes, when they're in the middle of it for no obvious reason, it can be frustrating - although I imagine some of them are to stop people taking shortcuts to bosses, finish quests etc.
  • maboleth
    maboleth
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    robwolf666 wrote: »
    although I imagine some of them are to stop people taking shortcuts to bosses, finish quests etc.

    I noted that already - if someone took an effort to cross those pile of rocks or a mountain peak to go somewhere without going around - let him do it. It's not like the shorter road is safer one. It still requires effort, jumping and planing. Usually there are obstacles. Reward the occasional player for doing that and going there.

    I don't need any achievement, a chest or a mat node, just let me pass when the place is doable. :)
  • INM
    INM
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    They hide things that you shouldn't see. Places with no textures and meshes, lack of proper detalization, things that are supposed to be seen from one side, etc. It allows developers to cut expenses and increase perfomance. There are ways to go out of bounds into such places, but some of them are patched already.
  • SPR_of_HA_community
    SPR_of_HA_community
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    There was not to much of them in old version of game, but than they start to add it more and more.

    May be they try to copy thingth, that are in other games, but they copy bad thingth from them than ... .
  • ghastley
    ghastley
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    Some of it will be hiding things that are not there yet. Spaces have to be set aside for expansion, especially entrances to DLC dungeons, that get added in alternate quarters. Not all “edges of the map” are around the outside. some are in the middle.

    The ones in houses aren’t consistent, though. In some cases, they make sense, preventing you from making the home inconsistent with the view from outside. But false ceilings in the interiors? Why?
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