Golden_Cat wrote: »The guards need to inspect your mount for IED.
It's a subtle hint that you should be playing as a member of the Ebonheart Pact instead. Come to Mournhold, we have a convenient layout and a beautiful view of dirt, dust, and ash for those of us with crummy PCs that can't afford to upgrade our setup to an Etch-A-Sketch.
Integral1900 wrote: »They all do it, it’s been that way since launch.
Most likely it was an issue when the game was originally created.
Years ago one of the higher-ups gave an interview talking about the reasons why they never made something like flying mounts, beyond the simple fact that the game is designed to run animations on a two-dimensional axis, is that there are quite a lot of cut corners. Many buildings do not have anything in places where you can’t see. This was to keep construction time to minimum.
As an aside, the two-dimensional axis is also the reason why you can’t jump over flames without taking damage and must roll through them.
You dismount because the gate is simply using the same standard rules as every other building in the game which requires that you be dismounted indoors.
FlopsyPrince wrote: »I am fairly certain it did not do that in the past. It is really annoying to have to mount up again when riding in!
Under IC archways you also dismount. Annoying.(...) Almost anywhere that has an arch (...)
The Gates of Daggerfall
by Roderic Delaporte, Historian of the Court of the Kindgom of Farrun, 2E 581
Several decades ago, in the early years of the second era, the mages of Daggerfall, with great financial support from the nobility, were instructed to devise a manner in which to safeguard the city against potential invading parties. Knowing the advantage that a mounted attack could provide, these clever minds devised a potent enchantment to lay upon the gates of their city that would hinder any cavalry which sought to enter the city. This enchantment would only permit horses to enter the city if their riders were no longer on their backs. Such power was in this spell, that it would not just repel mounted would-be foes, but rather force them to dismount from their steeds, wasting a precious second. And in that pause, the mages and archers of Daggerfall would be able decimate their foes with a barrage of spells and arrows.
So successful and renowned was this enchatment, that spies were sent out from the other kingdoms of High Rock to discover how it was created. Within a year of it's creation the gates of nearly every keep in Greater Bretony had these defensive enchantments up on them. And after a few more years, the enchantment was even seen variously across Tamriel.
Elvenheart wrote: »With all the new speed buffs I like to run at full speed and jump right as I reach the gate. My character dismounts and goes flying through the air...wheeeeeeee!
FlopsyPrince wrote: »I should add an odd section along the road in southern Grahtwood does the same thing. No reason I can see there, since it is not an arch or anything.
Integral1900 wrote: »They all do it, it’s been that way since launch.
Most likely it was an issue when the game was originally created.
Years ago one of the higher-ups gave an interview talking about the reasons why they never made something like flying mounts, beyond the simple fact that the game is designed to run animations on a two-dimensional axis, is that there are quite a lot of cut corners. Many buildings do not have anything in places where you can’t see. This was to keep construction time to minimum.
As an aside, the two-dimensional axis is also the reason why you can’t jump over flames without taking damage and must roll through them.
You dismount because the gate is simply using the same standard rules as every other building in the game which requires that you be dismounted indoors.