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