Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
It's the, if I can see it I should be able to go there, mentality that is a fuzzy line for me. Sure, being stopped on a path or in the middle of a wood line or swimming out at sea by nothing is annoying and sucks. Sometimes it's lazy development and sometimes it's the extent of how big they can make it (like open oceans in most video games now).
But not being able to enter an open tent... for me those two things don't mix because not going in the tent isn't preventing you from continuing on your path. It's a physical object you can see and walk around. Just because the tent doors are open to show use doesn't mean they have to take time to generate the inside of every open tent.
I've had those moments of jumping, climbing and easing over landscape because I want to reach the top of a mountain, them *NOPE*
Nothing blocking a path I could make it up.
Walls? Throw some fireballs!
Doors? What do you have an axe equiped for?
Tents? Burn them to the ground and root throuh the ashes for the loot!
Yes, it would be nice to break stuff open or whatever. How game breaking that could be is a conversation for another thread.
This is about open areas that suddenly become solid because of lazy programming.
Concerning the invisible walls: I hate them too.
But most of the time, they are just the most effective way to close a bit off.
A good way to go around them on the open see would be that they implement the same thing that Blizzard did in WoW. You get teleported or faint, after you enter an area, where you dont belong.
It works good in games like Battlefield and WoW. Where they dont want you to go into certain areas (leave the battleground or enter zones, which are not finished)
To me it is also important for creative map borders and limits to have a story when unlocked.
Having a climbable mountain on which u face invisible wall on top just feels lousy.
They should be piranhas a science node find repellent for or sea monsters you learn to hide from, like in ur example.
That kind of stuff makes a game feel polished.
Almost all 3D Frameworks take terrain, and using a calculation based on slope angles and/or gravity, calculate what is known as a walk mesh. This is actualy an invisible object which sit's on the terrain object. Typically it has the exact same vertices as the terrain, in the area's that calculate out as walkable, but has no vertices in the area's which are non walkable.
The issue being described here occurs when you place a building, or tent or other object on top of the terrain. These items tend to have their own walk meshes, or not, as cases warrant. Once placed, the area's walk mesh needs to be rebaked (Re-calculated) to include the new items, and seam them to the terrains walk mesh. That seam or stitching, can break at times, if the walk mesh of the building, and the terrain, do not overlap properly. For example if you place a building just slightly too high, and its walk mesh does not intersect the terrain completely, when the rebake occurs, you get what people perceive as an invisible wall. It's actualy just an area where something did not intersect the terrain correctly for walkmesh rebaking.
Definitely something that should be reported, as it could be a placement issue, or sometimes a fault seaming algorithm. If you use the term WalkMesh in the issue instead of invisible walls, it might help get that to the teams which deal with the holes in the terrain to object stitching/seaming processes.
It also could be that they will give that to summoners. Maybe Brood Warden or Keeper.