Leaving area advise

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Ezkia

Regular
I don't know if this has been discussed before, but what the actual **** is the red wall advising that you must return to the area of the battlefield, there is nothing less inmersive than something like that in the middle of a medieval battle. Actualy having the invisible wall of Warband was more inmersive than that... I know it can be changed in the future but I don't think it could have been a good idea in the begining. I don't understand why sometimes TaleWorlds has really good and inmersive ideas and sometimes they make the game look less inmersive, like the HUD on multiplayer matches full of things on screen... And I know you can disable some of the notifications, but not all of them.

leavin10.png

Edit: My suggestion is:

Having two invisible walls. Well actually the first wall is just an area that if you pass from it you would have a message like the following one on left bottom (of course with the game font) there could be some kind of transparent line on the floor which you could disable in options. Obviously all the AI should stand in that area:
battle10.jpg

And then the second area, much more bigger with an invisible wall like Warband which you shouldn't even touch, just if you run to it. In this area for gameplay reasons you wont be able to use ranged weapons or throwing weapons, neither use melee weapons to attack, you could just block, so that nobody uses the invisible wall to make a group of enemies follow you and hit them without fear. Apart from that once you enter this area enemies can go following other troops as you may be fleeing from battle. It would be something like that in the end:
warban10.jpg

P.D.: Sorry for the low quality picture and for my english. Apart from that I'm pretty happy with everything else. But those things are making me fear the game a little bit.
 
If you want to flee, that a nice way.
And it is far better than getting stucked against an invisible wall in Warband and die like a ****...
 
I agree that the barrier is annoying. Maps should be "cut off" using some natural kind of obstacle or building. Because it's not the immersion that kills it, its the feel like the map was done by some lazy map editor and considering the amount of glitches on that map i'd say it was.

The worst part is that outside that barrier there are tons of props that cause lag to the map (buildings, trees etc) but you can not interact with them.

What's the point of it if you can't do anything with them?

Some people like me want to feel the map, and go from one corner from the map to the other just to feel the scale but we can't.
 
LeChat 说:
If you want to flee, that a nice way.
And it is far better than getting stucked against an invisible wall in Warband and die like a ****...

Not a nice way, a nice way would be running away and pressing TAB to leave the battle. I'm not saying that the invisible wall was ok but much more inmersive than this **** enormous red wall and an advise telling me to move to a certain area remembering me that I'm playing a videogame. And the 10 second counter??? What happens next? I die?
 
Teje1997 说:
LeChat 说:
If you want to flee, that a nice way.
And it is far better than getting stucked against an invisible wall in Warband and die like a ****...

Not a nice way, a nice way would be running away and pressing TAB to leave the battle. I'm not saying that the invisible wall was ok but much more inmersive than this **** enormous red wall and an advise telling me to move to a certain area remembering me that I'm playing a videogame. And the 10 second counter??? What happens next? I die?
No, you flee. (I guess)
But I understand that it is not cool. Especialy a so visible red wall. But a lighter information (juste a message, or foggy wall) would be better than getting stuck.

Younes123 说:
I agree that the barrier is annoying. Maps should be "cut off" using some natural kind of obstacle or building. Because it's not the immersion that kills it, its the feel like the map was done by some lazy map editor and considering the amount of glitches on that map i'd say it was.

The worst part is that outside that barrier there are tons of props that cause lag to the map (buildings, trees etc) but you can not interact with them.

What's the point of it if you can't do anything with them?

Some people like me want to feel the map, and go from one corner from the map to the other just to feel the scale but we can't.
And if you want to flee ? And how do you get in this place ? I find this solution no more immersive.
Having props outside the zone better show that the battle is not in a specific place created for this fight.
I prefer the wall, but something not blocking (as in Warband) and not as visible as this barrier and message.
 
Teje1997 说:
LeChat 说:
If you want to flee, that a nice way.
And it is far better than getting stucked against an invisible wall in Warband and die like a ****...

Not a nice way, a nice way would be running away and pressing TAB to leave the battle. I'm not saying that the invisible wall was ok but much more inmersive than this **** enormous red wall and an advise telling me to move to a certain area remembering me that I'm playing a videogame. And the 10 second counter??? What happens next? I die?

Red area mean its out of combat zone, if you leave the area, you flee or, if you don't have enough men to cover you, get caught. I think this is a best solution to limit the map
 
It's probably a barrier that the mapper can add or remove during scene editing. I wouldn't worry too much about it, if it's a huge problem, community mappers will get rid of it.
 
I agree with you LeChat, but I think that having any kind of wall would break the inmersion, my best suggestion is having two invisible walls. Well actually the first wall is just an area that if you pass from it you would have a message like that on left bottom (of course with the game font), and maybe there could be some kind of transparen line on the floor not very "shiny" which you can disable in options. Obviously all the AI should stand in that area:
battle10.jpg

And then the second area, much more bigger with an invisible wall like Warband which you shouldn't even touch, just if you run to it. Something like that in the end:
warban10.jpg

Im really sorry for my english, hope I make myself clear. :ohdear:
 
Yeah i think it's just enough to say you're fleeing, no need for red wall. If an obvious warning is needed i think there can be found better options. Even toning down the red can do the job. Maybe battle scene can get blur, intead of red wall a blur wall.
 
I like the red wall, maybe it can be tuned down for just a red line on the ground to please *almost* everyone
 
FBohler 说:
I like the red wall, maybe it can be tuned down for just a red line on the ground to please *almost* everyone

Its really annoying. What's the point of having a massive maps when you can only walk in 10% of it? just reduce the size
 
People would cheese the system and stay in the "player only" retreat zone and fire at a bunch of enemies. So then youd need the countdown forcing you to leave which you have said you don't like.

I have no problem with the red wall. You know the edge of the battle, and it's much better than running into an invisible wall in Warband and getting killed because of it. The red wall allows you to keep the feel of a normal battlefield which has no artificial limits much more than a physical barrier does. It just needs to be toned down like Captain says, like a little red line on the ground.
 
Younes123 说:
Its really annoying. What's the point of having a massive maps when you can only walk in 10% of it? just reduce the size
I really doubt it's '10%' and the idea behind it is that the map doesn't end abruptly and unnaturally.

I still think the warning label has to happen, I can see myself getting pissed off because I didn't notice a small text about fleeing in a thick of battle. The limits of the battlefield also have to be shown or commanding becomes pain in the ass - in Warband you could see where battlefield just cuts off, but as mentioned previously it's no longer the case.

If I'd have to change anything, I'd leave out the timer and stick to some imagery, row of ten skulls filling up, or even just a bar with a white flag at the end.
 
vicwiz007 说:
People would cheese the system and stay in the "player only" retreat zone and fire at a bunch of enemies. So then youd need the countdown forcing you to leave which you have said you don't like.

Dude, in that area of course you won't be able to use ranged weapons, just block with shields or melee weapons. You are supposed to be there to flee. It has the same function as the red wall but without it and without the counter. At this point I'll be happy if they change the red wall to a line on the floor like in Rome 2 total war that only appears when you approach to it and they make the screen counter smaller.
 
Definitely that red barrier is not needed (my opinion). I like the double zone Teje's option. One where the countdown starts from 10 and the other beyond where the passage is blocked (invisible wall).
In SP depleting the countdown in the "forbidden zone" would lead to a return to the entry point of the city or to the starting point if we are in battle. In MP directly death for the player.
I would not mix up the issue of "flee" as there is a specific order to carry out this action on the commander's panel (Retreat).

I do not entirely agree to display the information in the left panels. There is a button, which I consider very nice that could be used as a warning. Next to it the numbers with a small glow; all within the free information area.



 
Terco_Viejo 说:
Definitely that red barrier is not needed (my opinion). I like the double zone Teje's option. One where the countdown starts from 10 and the other beyond where the passage is blocked (invisible wall).
In SP depleting the countdown in the "forbidden zone" would lead to a return to the entry point of the city or to the starting point if we are in battle. In MP directly death for the player.
I would not mix up the issue of "flee" as there is a specific order to carry out this action on the commander's panel (Retreat).

I do not entirely agree to display the information in the left panels. There is a button, which I consider very nice that could be used as a warning. Next to it the numbers with a small glow; all within the free information area.


There is no benefit of double barrier. Time limit is the second barrier. If they decrease the intensity of red in the barrier or make it look like a fog and make leaving area warning smaller is just enough to solve this imo.
 
Memoefe 说:
Terco_Viejo 说:
Definitely that red barrier is not needed (my opinion). I like the double zone Teje's option. One where the countdown starts from 10 and the other beyond where the passage is blocked (invisible wall).
In SP depleting the countdown in the "forbidden zone" would lead to a return to the entry point of the city or to the starting point if we are in battle. In MP directly death for the player.
I would not mix up the issue of "flee" as there is a specific order to carry out this action on the commander's panel (Retreat).

I do not entirely agree to display the information in the left panels. There is a button, which I consider very nice that could be used as a warning. Next to it the numbers with a small glow; all within the free information area.

There is no benefit of double barrier. Time limit is the second barrier. If they decrease the intensity of red in the barrier or make it look like a fog and make leaving area warning smaller is just enough to solve this imo.

Yes true, but...A meshcollider object must be placed without any connected renderer (second invisible barrier) to prevent the player from entering where he is not supposed to enter. Understands the " second barrier " as the limit of the playable area to which it is impossible to reach (both on foot and on horseback) without depleting the countdown.
 
This second barrier thing is pointless.

If the problem is the red wall being too intrusive, the fog idea is enough to end this debate.

If players cheesing the AI is the main concern, just make the AI smart enough to deal with it and restart the counter from the previous time left if the player re-enter the forbidden zone too soon.

And being teleported to a specific spot is very prone to be cheesed too, so Terco's idea is bad from the very conception.

If "cheesable" AI is so unbearable, I think you all should stop playing video games for good.
 
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