Please tell me. Will we lose the old Sharandar locations?
This is not a new round of history with the rebuilt Sharandar, but just a replacement? As if Drowned Shore replaced Blackdagger Ruins? And Reclamation Rock would replace Helm's Hold.
Why can't the New Sharandar just be a new temporary incarnation of the Old Sharandar? Even the plot provides for this.
I have criticism of game designers. The basics of game design that are taught in introductory classes. Did you miss them? What are the "invisible walls" in Sharandar's new location? Did you get sick in class when you said that such a technique is bad form, destroying the illusion of immersion in the player? It's not for me to teach you, but read your notes again. In particular, how the illusion of an open world is created. How to distract the player's attention from the extreme points of the location.
And have respect. Don't arrange flat grass textures so roughly. Or is it auto-generation?
I ask those who are not indifferent to vote in the poll - "If the fate of Sharandar depended on you".
1. The new Sharandar is definitely better
2. I really liked the old Sharandar
3. I want to see two Sharandars in the game
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Anyways it likely is way too late to do anything about that now, too much invested in the new zone,
We'll likely get what they usually do in such situations: They give us a promise they will look into letting old Sharandar return at a later time, then nothing happens.
* We are still waiting for the return of the old dungeons
* We are still waiting for the return of the Arc points
Well, let's turn to the example of the same Helm's Hold and the Reclamation Rock. This is the same location, but in two versions, as you could do with Sharandar.
Yes, I understand that they replaced the textures of pauri and trolls with models from the 5th edition. But it was possible to leave the old ones in the old location.
...
I also liked the stone platforms of the teleport, in which you fall knee-deep.
I am also delighted with the cross-shaped pasting of flat grass.
Or invisible walls a meter away from the edge of the cliff.
On invisible walls, I recommend watching a YouTube video from XYZ called "How to limit the open world in games". Channel about game design. With the basics, which, alas, are not familiar to developers from Cryptic. Narratively unsubstantiated invisible walls are considered to be the most limiting feature of the game world, knocking the player out of immersion in the atmosphere of the environment.
I also wrote about hunting, the implementation of which is also considered in game development as a basic pattern. Which, on all counts, the Cryptics violated by failing their design. It's like having a whole world of vehicles traveling on round wheels, persistently inventing a square wheel. Well, there is already a canon, a law, a pattern and narratively based layouts! Why resort to the deliberate use of proven failure trends? Do they want to insult the players? Poke your nose at the product of your ispr ... exercises? It's disgusting. And if Old Sharandar is cut off from the game, then along with those locations, they will lose at least one player.