Please Remove all of the Invisible Walls on the Moutain Rang

Post » Sun Dec 11, 2011 4:23 pm

It is silly to even have in there. Great game....Thanks
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Eoh
 
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Post » Sun Dec 11, 2011 8:50 pm

I think they're there to prevent you from advancing too far than you're intended to.
So I think they're perfectly fine.
But if it's a hill in the middle of nowhere with nothing around it and on top it's an invisible wall prevent me from standing at the tip then I can agree it should be removed.
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Sian Ennis
 
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Post » Sun Dec 11, 2011 9:00 am

repost of a repost of a repost
easily removable
http://www.gamesas.com/index.php?/topic/1124190-invisable-wall-meshes-seperate/page__p__16523638&#entry16523638

Im on the xbox
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Jessica White
 
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Post » Sun Dec 11, 2011 9:58 pm

I can understand Invisible walls on the outer parameter, But please remove all inside the map. Thanks and great game!
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TOYA toys
 
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Post » Sun Dec 11, 2011 6:28 pm

Very annoying map design... Clearly the guys at Obsidian did NOT pay attention to the design classes that Bethesda offered. The first thing I thought when I started running into the invis walls was "This is obviously not a Bethesda title."
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Alba Casas
 
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Post » Mon Dec 12, 2011 12:08 am

Invisible walls are just frustrating when you clearly could get to an area if there wasn't an invisible wall preventing it. Just make the dang mountains too high to get to if you want to force the player to find the location (though that gets obnoxious as well).
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Jade Barnes-Mackey
 
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Post » Mon Dec 12, 2011 12:43 am

Invisible walls are just frustrating when you clearly could get to an area if there wasn't an invisible wall preventing it. Just make the dang mountains too high to get to if you want to force the player to find the location (though that gets obnoxious as well).

It depends which area are you refering. Since my guess is that's where they will put some of the DLC's but thats just me.
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noa zarfati
 
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Post » Sun Dec 11, 2011 2:50 pm

Any news on removing the Invisible walls Via Patch for the areas other than the outer parameter?
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Vicki Blondie
 
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Post » Sun Dec 11, 2011 4:57 pm

Very annoying map design... Clearly the guys at Obsidian did NOT pay attention to the design classes that Bethesda offered. The first thing I thought when I started running into the invis walls was "This is obviously not a Bethesda title."

Invisible walls aside, though, the Mojave feels more like a real place than the Capital, no? People harp on the invisible walls in NV, but if you look closely at the way Bethesda designs their worlds they tend to avoid a lot of design issues by making the terrain largely homogeneous and unremarkable as far as large outdoor set pieces and such. Instead of invisible walls they put important plot points inside areas that require a loading screen (door: locked: requires key). I mean, these are simple solutions that Obsidian could have easily used if they'd wanted to. For whatever reason they must not have. :shrug: If you'll recall Bethesda did not do these things in Morrowind and were criticized for making it too easy to levitate to the endgame.
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Riky Carrasco
 
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Post » Sun Dec 11, 2011 4:04 pm

Quarry Junction. There are many places where you should be able to climb the hills from the back side, to get a nice sniping spot for the denizens therein.... but no, invisible walls prevent you from doing so. Why? So the the denizens have a fair chance at you? Seems to me, the 'smart' sniper would most certainly be looking for every advantage available, and coming up from a location that your targets CAN'T easily get to you, makes very good sense.

Being able to climb up/down mountains would be nice too. :D
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Emily Graham
 
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Post » Sun Dec 11, 2011 4:12 pm

I don't see what the big deal with these walls are. Would you rather they just put a big pile of rocks there so you can't get in? Next thing you will complain about is how you can't leap tall buildings in a single bound.
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Louise Lowe
 
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Post » Sun Dec 11, 2011 9:50 pm

I don't see what the big deal with these walls are. Would you rather they just put a big pile of rocks there so you can't get in?

Actually, yes!

Invisible walls are a kludge. It's lazy programming. If you want a player to go a certain way then design the terrain to lead him there. This is supposed to be an RPG. invisible walls are simply immersion breaking.

That said, in the greater scheme of things, considering the game stability issues, it's a minor gripe.
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helen buchan
 
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Post » Sun Dec 11, 2011 8:30 am

Look, If I can climb up that hill in real life, I wanna climb it in the vidja games too....

why, when looking out across a flatt hilltop can I not run straight across it??

Maddening!!!

If I could climb up those hills my stealth attacks and sniper positions would be much better....
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Tanya Parra
 
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Post » Sun Dec 11, 2011 3:50 pm

It is silly to even have in there. Great game....Thanks



What's silly is a character being able to run up a mountain. I'm all for walls, but I'd rather have them be not invisible. Some sort of visual cue that tells you "you can't move in this direction, don't even try".
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Jaylene Brower
 
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Post » Sun Dec 11, 2011 10:25 pm

I don't see what the big deal with these walls are. Would you rather they just put a big pile of rocks there so you can't get in? Next thing you will complain about is how you can't leap tall buildings in a single bound.

Yes I would prefer a huge vertical cliff face, There are plenty of short cuts across the map in this game that are removed by stupid invisible walls. It wouldn't have been difficult to simply make the walls to steep to climb.

The invisible wall blocking your path is no different then a 2ft white picket fence become an impassable barrier because the game in question lacks a jump button.
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le GraiN
 
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Post » Mon Dec 12, 2011 12:23 am

It is silly to even have in there. Great game....Thanks


Do some research dude. They are there to make sure that the enemies and companions don't run into issues with pathing. Obsidian was not writing a new engine, they used an existing engine and had to make due with what they had. However, it would have been nice if they made it a little more realistic by placing visible barriers that obviously couldn't be climbed.
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Melanie
 
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Post » Sun Dec 11, 2011 5:36 pm

Actually, yes!

Invisible walls are a kludge. It's lazy programming. If you want a player to go a certain way then design the terrain to lead him there. This is supposed to be an RPG. invisible walls are simply immersion breaking.


Exactly. It's just lazy. Not to mention the vast majority I've run into make no sense. They don't funnel you anywhere particularly they just annoy. And the ones that do obviously funnel you, like around the Quarry or by Nellis to make you go through the bomb zone, are just plain bad design. If you don't want to make an open world game then don't use an open world game engine then slap invisible barriers all over the place. I mean, hell, at least use impassible terrain features if you want to hem us in.
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Juan Suarez
 
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Post » Sun Dec 11, 2011 5:58 pm

This is supposed to be an RPG. invisible walls are simply immersion breaking.


Try playing more RPGs :) The invisible wall/slight slope/tiny little fence have been used for years in RPGs to direct you where the game wants you to go. The started to come about when RPGs moved away from top down and isometric viewpoints. Dragon Age had some really bad invisible walls.

Do some research dude. They are there to make sure that the enemies and companions don't run into issues with pathing. Obsidian was not writing a new engine, they used an existing engine and had to make due with what they had. However, it would have been nice if they made it a little more realistic by placing visible barriers that obviously couldn't be climbed.


Yep, it's all down to pathing. It's very easy for the AI to get stuck on terrain. So the walls are there to prevent that,......should the AI actually be able to get to those places.




That said, I've not encountered many yet, but some sound like they're in really pointless places.
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Anna Kyselova
 
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Post » Sun Dec 11, 2011 4:17 pm

I agree about the invisible walls. They are annoying and mess up the flow of my game play.

I play on PS3, so unless they make a patch to get rid of the walls I'm blocked.
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Enie van Bied
 
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Post » Sun Dec 11, 2011 6:36 pm

Do some research dude. They are there to make sure that the enemies and companions don't run into issues with pathing. Obsidian was not writing a new engine, they used an existing engine and had to make due with what they had. However, it would have been nice if they made it a little more realistic by placing visible barriers that obviously couldn't be climbed.


They were using an existing engine that hadn't needed invisible barriers in its last two iterations so why now?
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Chad Holloway
 
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Post » Sun Dec 11, 2011 9:07 pm

They were using an existing engine that hadn't needed invisible barriers in its last two iterations so why now?


And did you happen to notice how often NPCs got stuck/fell to their deaths/disappeared completely?
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Charlie Ramsden
 
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Post » Sun Dec 11, 2011 8:33 am

And did you happen to notice how often NPCs got stuck/fell to their deaths/disappeared completely?


No, actually, because Bethesda is better at designing terrain. Not essential NPCs anyway because they weren't wandering around the middle of nowhere climbing mountains. To me they're use of the "pathing" excuse is a cop out. They wanted to funnel the PC and that's it and they could have done that with steep terrain rather than invisible walls. The pathing doesn't even come into play. A two foot tall boulder is enough for the AI in this game to get stuck on. Making steep walls wouldn't help or hinder that.
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No Name
 
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Post » Sun Dec 11, 2011 11:03 am

Edit: ahh the above poster said it better,
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TWITTER.COM
 
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Post » Sun Dec 11, 2011 2:14 pm

Do some research dude. They are there to make sure that the enemies and companions don't run into issues with pathing. Obsidian was not writing a new engine, they used an existing engine and had to make due with what they had. However, it would have been nice if they made it a little more realistic by placing visible barriers that obviously couldn't be climbed.


I agree with 100% that.

But im also 70-30 on this topic.

I already have problems with my companions having problems walking over rocky or hilly terrain. And GOD forbid any thing higher then 6in you can just forget about it :shakehead: . So i don't have a problem having them there and half the time they are in places that have no perpouse or go NO where. and the map is so large i just tun around see something else and forget about it but that might just be my ADD.

The same time if its about your companions or CPU not able to go there O well to bad i think you should still be able to go if you loses you companion to bad.

But if that give you a unfair advantage in that. if there is a CPU that is trying to kill you or you can set up in that area where they cant go and you can just kill them then ok i can understand that.

BUT i dont see these inviable walls as a HUGE issue in the game it doesn't break the flow of the game for me. or just throw some bigger walls, hills building, mountains any thing.
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Hearts
 
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Post » Sun Dec 11, 2011 11:26 pm

hmm could of had loads of deathclaws behind there instead? or you could instantly die? or have a big mine field? or who cares? pffft
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N3T4
 
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