May 13, 2006, 04:53 AM // 04:53
|
#1
|
Desert Nomad
Join Date: Nov 2005
Location: New Zealand
Guild: Xen Of Onslaught (Xen of the Pacific division)
|
spiked coral under a bridge still hurts you, this needs fixing
This was in the Archipelagos. Now, I know that guild wars has a problem with height, and that people have been complaining about it for months. However, unlike the other cases, this one has a very simply fix:
Move (or remove) the Spiked Coral so that it is not under the bridge. Or if there is some reason why the coral shouldn't be moved, move the bridge 3 meters to the north where it wont be over the coral.
I'm proposing that ANET should go through all of the guild wars maps, and where things like this occour, and alter the maps so that there are no bridges going above envirounmental effects like the spiked coral.
|
|
|
May 13, 2006, 06:43 AM // 06:43
|
#2
|
Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
|
/signed
Although just fixing the height problem would be alot better.
|
|
|
May 13, 2006, 07:20 AM // 07:20
|
#3
|
Lion's Arch Merchant
Join Date: Jul 2005
Profession: N/Me
|
I'm not sure if this issue can be fixed with the GW Engine without actually overhauling alot of it. If it could be done I'm sure it would have got fixed a while ago.
|
|
|
May 13, 2006, 10:46 AM // 10:46
|
#4
|
Wilds Pathfinder
Join Date: Dec 2005
Guild: Girl Power [GP]
Profession: Mo/Me
|
traps under a bridge hurt you too....
|
|
|
May 13, 2006, 11:09 AM // 11:09
|
#5
|
Desert Nomad
Join Date: Nov 2005
Location: New Zealand
Guild: Xen Of Onslaught (Xen of the Pacific division)
|
Quote:
Originally Posted by DarkZeal
I'm not sure if this issue can be fixed with the GW Engine without actually overhauling alot of it. If it could be done I'm sure it would have got fixed a while ago.
|
Yes, to fix the height problem it looks like it will require an overhaul of the game engine. So things like traps placed under bridges will be hard to fix.
However, if the coral wasn't under the bridge, it wouldn't cause problems when people walked over the bridge. Moving the coral would minimise the problem, leaving it there where it causes a known problem to occour just looks like sloppy level design unless there is a good reason to leave it there.
|
|
|
May 14, 2006, 10:37 PM // 22:37
|
#6
|
Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
|
They need to fix the z axis problem...
|
|
|
May 15, 2006, 03:30 AM // 03:30
|
#7
|
Wilds Pathfinder
Join Date: Mar 2005
Location: Under a rock
Guild: zP
Profession: Me/
|
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Similar Threads
|
Thread |
Thread Starter |
Forum |
Replies |
Last Post |
quickmonty |
Sardelac Sanitarium |
15 |
Feb 24, 2006 05:28 PM // 17:28 |
Chev of Hardass |
Sardelac Sanitarium |
20 |
Jan 28, 2006 11:56 PM // 23:56 |
Rufus Dragan |
Questions & Answers |
10 |
Jan 10, 2006 04:01 PM // 16:01 |
lllCo2lll |
Off-Topic & the Absurd |
3 |
Apr 23, 2005 04:02 AM // 04:02 |
Trading hurts...
|
lllCo2lll |
Questions & Answers |
15 |
Mar 22, 2005 03:32 AM // 03:32 |
All times are GMT. The time now is 07:05 PM // 19:05.
|