There are some graphics bugs in CR that makes the place a lot harder than it should be, in particular for RC:
* At first boss encounter, the sisters, the red circles marking the dot areas are partially underground. You cannot properly see where the red circles are.
* At second boss(Arcolith) the columns are supposed to despawn as they are spent, so you can see what columns remains active. This does not happen, the columns remains up even after using them so you have no visual indication of spent columns.
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These issues are being investigated. Thanks for your patience!
Regards,
EU Community Manager @ Gearbox Publishing
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The issue appeared at the same time as the red lines from endboss fight in malaborgs castle (Against Fulminorax and Valindra) where raised into the air. (its pretty difficult to see the positions properly dependin on the angle of view)
As if "someone" fiddled with the floor hight in several dungeons in same patch.
As reported elsewhere, the red stripes in Malabog in final boss are also floating 3 or 4 feet off the ground (so the opposite problem to the Ravenloft pools) so it's extremely hard to know if you're on them or off them, in the case of those it creates an optical illusion where when you move the camera around back and forth they appear to move around by several feet sideways, but it's only because they're floating so high off the ground. These placement errors of red danger zones which can KILL party members should never have been allowed to drag on, they need to fix them immediately. Thanks.
We are investigating all of these issues - I added the one with the Domineering Drider to our report, but we unfortunately cannot plan when these issues will be fixed. A patch should be released tomorrow, but I'm not sure yet which are the fixes that should be implemented tomorrow.
Thanks again for your patience!
Regards,
EU Community Manager @ Gearbox Publishing
----------
Neverwinter: Discord - Facebook - Twitter - YouTube - Customer Support - Terms of Service
Thats not true. And you confirm that ourself. Some objects are placed by code in other objects. (sometimes invisible)
Furthermore the statement doesnt count for lightning effects - which seems to be the issue here. To me it seems the red areas around the witch are generated "relative" to the witch. So its generated not placed in advance.
As the floor doesnt have same hight all the way, i assume its hard to make out the perfect spot by code - as the red lightning effect (circle) is round and 100% horizontal. So if the flior aint horizontal - circle disappears into ground on one side.
At malaborgs castle the stripes are changin patterns and directions between specific places (but random) across the map. To me it seems generated by code... not static - even though i agree its quite "squary" areas - the "kill" effect is working flawlessly - in case there are such "invisible kill block" - which i dont assume there is - then its just the visual that aint "in place".
edit: for the pools on an uneven bumpy/slightly sloping floor you simply have it raised enough that all parts of the circle are visible down to the pixel, so it's lowered and raised repeatedly over and over until the lowest point appears and all is showing and left that way, and if an edge on the other side is several inches higher and actually floating above the ground, no-one will notice it and that much of a difference won't ever matter. Actually I routinely see my feet on some maps floating a few inches above the floor which means the collidable they used wasn't placed perfectly a few pixels above the actual floor texture but u don't notice it. We're only noticing the lines because they're so incredibly high that it now makes an optical illusion when you move the camera around. But the pools have been lowered only a few inches so parts of the texture go through the other texture and do not show up, but this issue is not related to the other one as 1. it's in the opposite direction vertically and if it was the same cause it would also be higher not lower and 2. the gap in the stripes are feet higher, not inches, and they're all the same height in error, again, the issue with the pools doesn't match in any way with what's going on with the stripes. In any case, they only need to move the pools up a few pixels until the entire thing shows again as it did before and the pool texture is laying above the ground texture, this is the cause of the issue after all, and they can only do that by opening the map in edit mode and visually eyeballing it until it's right and then resaving the build file.
edit 2: and when working this way you can multi-select a bunch of props all at the same time and move them all as one group at the one time, so you would first multi select all the pool props in edit mode, when they were in one group you would lift them all up gently until they all appeared (or the lines representing them did) and then fly around in freecam and check they were all correct and showing around all edges, then save. Anything you see in a 3D environment is actually a prop which is there and can be manipulated manually. Anything you cannot see which has an effect attached to it is also a prop with a command in it but made invisible. They're all physically sitting there either being visible or invisible but triggering something.
edit 3: "the "kill" effect is working flawlessly - in case there are such "invisible kill block" - which i dont assume there is - then its just the visual that aint "in place". " The kill effect is likely one prop, the thing you see is another, they're two different props placed over the top of each other doing two different things. I say likely because it is also possible to place more than one command into a prop, and it depends on how they built it, so it could have the texture file (to make it visible and give it it's surface look) and also another trigger command, but the usual way it's done is to have two props doing one thing each and placed together, and the fact that the kill effect is in place but the visual is out of place tells us that they're using two separate props.
I dont want and cant argue about some language/tool/engine i didnt work with, I wanted to tell you its not neccecarily as easy as you assume. But if you know better .. I wont tell you what to think.
https://youtu.be/KXRBE3dsJRk
https://youtu.be/S4V-Yod_nws
https://youtu.be/RV_LQlbyXi0?t=589
Unity is just a mockuptool for me, which i used during my study time to quickly create some mockup games. You dont need to know "howto code" in unity - about object visibilty or structure (fx. MVC) - its good for new bees. But larger games, i wouldnt recommend it. Also Neverwinter has a good working combat system , which is quite opposite what you can do with unity.
Unless you say - that neverwinter is coded in unity - i wont just agree with your statement that "it should be easy to fix", as you dont know about the engine/tool in use and you shouldnt assume that either if you dont know whats used.
https://www.youtube.com/watch?v=CMSi8nF6Eq0&list=PL1u21SGrtIelKc87BmnBOE0c-ac2SUB_A
Fangbreaker Island has that during the 2nd Boss Fight, and Runestead in Sea of Moving Ice also has it as well--weekly mission to do for currency.
They really should fix these items that appear 2-3 feet higher than they should be, cause they appear to float in the air rather than lay on the ground where they should be.
the pics are in sequence
(Not to mention the high damage that the mobs that appear in the fight against the third sister was not already very high still has this bug there of the red areas)
***sry I tried to find about in the forum and did not find, if you want to delete this ok**
As rockster mentioned the 21st of Mai. Valindras Tower red stripes are affected as well. Same issue as in Malborgs Castle.
https://youtu.be/jwYocJ4IkE8
@percemer: The community is reporting and begggin for fixes regarding this terrible grafic issues for relevant content for month by now but no fix in sight, but patch over patch where all comps and mounts gets changed without regards for the players. Who prioritised all those changes on the comps and mounts higher than vital fixes of game?
PS: Its getting quite confusing in forum ...now we got several threads with same CR, Malaborg, Valindra and i dont know where to continue the followup now that the posts got merged as well. On the other hand reporting about your grafic bugs here doesnt seem to change anything or help anybody other than casting gas into the fire for the community tension. Its nice that we all agree on that stuff is bugged, but if we are the only one listening..we just stir us up.
There are some days where I wish I would try but then there always seems to be someone advertising for RTQ so I just do that and consider my self done with randoms for the day.
All well, still good to read the posts so I know what not to even bother with.
Malaborgs Castle Endboss stripes, Valindras Tower Endboss stripes, Castle Ravenloft pools, Spellplague Kabal lavacircles all affected by "that" issue