Invisible walls, INVISABLE WALLS EVERYWHERE!

Post » Wed Mar 30, 2011 12:44 pm

The invisible walls are laughable. Invisible walls shouldn't bar you from climbing, a cliff should. It is lazy.


I'd rather have an invisible wall. Maps with cliffs all over the place just look and feel claustrophobic.
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Dan Scott
 
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Post » Wed Mar 30, 2011 5:49 am

So the game is advertised as a open rpg where you can go anywhere except outside the entire map like so....


( 4 )
( 4 4)
4 = buildings

But in reality its a linear map with a non linear story like so......?


4
l L.........
L.............4
4 = quest start / quest objective
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Iain Lamb
 
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Post » Wed Mar 30, 2011 7:36 am

I think the frequency of these walls has been exaggerated. Someone's just mad that they ran into one and got chewed on by a deathclaw as a result :P


acually I have found them all along the eastern side of the big lake (i think its callville bay) and along the cliffs by fields shack if you were to go north but I know that one was to force you to go through the valley. Its dumb, I like climbing to the highest point if I can. If they didn't want you climbing they should make better cliffs.

And I'd take them out myself but for the small problem of being on the 360.
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April
 
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Post » Tue Mar 29, 2011 10:48 pm

Unfortunately, I'm on a 360 so I just have to deal with them. There was one instance where I tried to move around what looked like a dangerous area. I couldn't (invisible wall), so I went through this "valley" for lack of a better term. Sure enough, death claw. Killed me. First time I died in this game 6+ hours in.


Same exact spot at me! :(


Luckily I had the sense to shoot at a Deathclaw from a distance, then run like heck out of there before he realized how to reach me :shrug:
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Kirsty Wood
 
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Post » Wed Mar 30, 2011 1:49 am

Ugh that's not something I want to hear. I'd really hate it if NV felt more like Fable 2 did, with cliff edges/rocks funneling you everywhere instead of letting you roam freely. That made me feel like I was simply traveling down differently decorated hallways, not through a large game landscape. This is supposed to be Sandbox...not maze square.
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Steven Nicholson
 
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Post » Wed Mar 30, 2011 2:03 pm

Sometimes invisible barriers when there's no other better option.


Like a high fence with a swing door and a warning sign?
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Blackdrak
 
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Post » Wed Mar 30, 2011 7:53 am

I died because of invisible walls pushing me off a cliff. I heard that the PC GECK might be able to fix this. If that's the case, I'm hoping that a 360 patch will fix this.
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Harry-James Payne
 
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Post » Wed Mar 30, 2011 2:04 pm

IThat's a good answer, although not entirely accurate. Everyone in the team put a lot of emphasis into making it possible to go anywhere, whenever you want (at your own risk, of course ;)), and still be able to tie things together (quests, for example, if you decide to bolt to the Strip right out of Goodsprings).

The actual purpose of any such barrier is to prevent other more egregious oddities from happening. As you know, creatures, NPCs, and Companions, can try to follow you anywhere... and I mean, anywhere. There are some spots where you, as the Player Character, can easily get to (jump, strafe the side of a steep cliff, etc.) but where creatures, NPCs, or Companions, just can't make it. In cases like this, it's an usual trade-off solution to bound a region with rocks, cliffs, and, yeah, sometimes invisible barriers when there's no other better option.

O.


Hmm... You mean there wasn't a way to capture the player's input and store the movements they took to get there, and then reproduce for the purposes of getting the AI up there? If the player figures out how to get there, the AI should be able capture and reproduce it. Even then, you could add a bit of fudge factor to help out the AI. But, it doesn't seem like the AI in the game engine even understands the world is 3D. I've never seen the AI actually jump... Then again, if I remember right the game engine actually doesn't support ladders either.
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Conor Byrne
 
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Post » Wed Mar 30, 2011 4:58 am

More importantly, I never knew that this was such a big issue in Fallout 3 that it needed to be corrected in New Vegas. This seems to have created a larger problem than it did fixing such a minor issue. I'm hoping to hear that there is a fix in the works, since so much of the eastern side of the map has invisible walls impeding movement to simple objectives. I'm not even talking about walking to the fort. There are invisible walls abound in trying to reach Cottonwood Cove.
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Adriana Lenzo
 
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