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Sub-standard design work

rockster#6227 rockster Member Posts: 1,860 Arc User
edited August 2021 in Player Feedback (PC)
This is intended as feedback on some recent not-up-to-par-for-Neverwinter build work offered to the players.

I was recently running through the new reworked Grey Wolf Den single player dungeon run as part of the adventure line and noticed there was this wall shoved into the map. We are all familiar with this map by now and I recognized something new had been put there. But it didn't really fit in.



The texture on the wall looked too unrealistic to be there and I also really noticed the edges were very stark and over-simplistic. I went up to it and got a closer look...



Really just looks like someone put a primitive object mesh there, tinkered with the edges for a couple of minutes and then plonked a stone texture which looks like it comes from the Unity Store over it. That edge is not how aged stone should appear.

Here we have some usual examples of aged stone in Neverwinter to the quality we have become accustomed...















But since Sharandar 2.0 has come out, we have gotten this...












And we also have sloppy work on textures going on too...




This is caused by the texture being so over stretched because the system doesn't know what to do with that section. A simple fix is to create a new prop which overlays this affected section and put a new texture on that so that section looks normal and not stretched. It's sloppy.

Someone is on the design team who is doing really sub-standard work and even more worrying is that this passed the Quality Control phase.

This is not the standard of visual design we who play Neverwinter either expect or deserve and it might be a good idea to give the offending builder some training and closer oversight.
Apparently pointing-out the bleeding obvious is a 'personal attack'.

Comments

  • callumf#9018 callumf Member Posts: 1,710 Arc User
    Agree - I have been running through the Adventure thingies and boy do the maps look great. Some lovely areas and lairs and dungeony type things. Very much agree the newer areas dont look so good.
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    I did the Neverdeath Graveyard dragon and Ghost Stories yesterday for the first time in a long time (I'm on console) due to the 2x Tyranny (and hearing about the significant reduction of availability of the green/blue pages of lore.

    I was reminded of how good the artwork used to be. Very atmospheric and detailed. The stonework, the wrought iron gates, etc, excellent work. I would've appreciated some of that level of input going into the more recent mod designs.
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  • greywyndgreywynd Member, NW M9 Playtest Posts: 7,158 Arc User
    armadeonx said:

    I was reminded of how good the artwork used to be. Very atmospheric and detailed. The stonework, the wrought iron gates, etc, excellent work. I would've appreciated some of that level of input going into the more recent mod designs.

    Might be part of the "old code" issue and the graphics can't be deciphered by the new programmers.
    I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    greywynd said:

    armadeonx said:

    I was reminded of how good the artwork used to be. Very atmospheric and detailed. The stonework, the wrought iron gates, etc, excellent work. I would've appreciated some of that level of input going into the more recent mod designs.

    Might be part of the "old code" issue and the graphics can't be deciphered by the new programmers.
    It begs the question "is the problem the Old Code or the New Coders...?"
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  • hadestemplar#9918 hadestemplar Member, NW M9 Playtest Posts: 1,184 Arc User
    edited August 2021
    Lot of old areas used old assets, even some new areas use them too, these assets are 3d models and textures.

    House, rock, walls, bones and etc. They are assets.

    Now, the thing is that, in any mmorpg game and not just mmorpg you will find lot of these assets being reused. Thats reduce game size, cuz less 3d objects and textures require to be stored in game client.

    If it's reused in multiple palces, and you want change only in one place. First of all, you need look to all palces where this asset where used, and how change will affect them all. Cuz if you change asset itself, well you end up as like hole in wall, or bumb in to invisible wall, or simply walk through wall.

    If wall is like 3 meters long, and it was like 2 meters long. If in game code is not changed that this wall is 3m now, players will be able walk through. Or opposite, wall become shorter ( new asset), yet in game code is not changed, so you can't walk throuh in palce where is no wall( vissualy) yet in game code its still there..

    And now here start problems. Find out where in other places these walls used, and also change game code, and recode asset again. And game is very complex software, one wrong thing, and you start having send/receive pacages loop between game client and server. Even if there is no object game code think there it is, so pacages about it's position keep sended for you.

    Then also possibilities to crash game..


    p.s I know about these stuffs only to some degree. If want to know more about game desing, world development, 3d modeling and rendering, textures, coding, animating and etc..

    Google is your best friend.. :)

    And here quick clip from youtube, so you guys would know how worlds in game are desing.
    Note: this time using unreal engine.

    ========================================================================
    “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
    Gustave Le Bon.

    ==================================================
  • rockster#6227 rockster Member Posts: 1,860 Arc User
    edited August 2021
    It has nothing to do with old code. It has to do with being lazy and making something which is supposed to look like weathered rocks but doesn't. They have a perfectly flat smooth top plane on them. They don't look realistic. It's lazy. Even in a new builder program with new props with new code you could make a better wall which doesn't look like minecraft.
    Apparently pointing-out the bleeding obvious is a 'personal attack'.
  • cr44zycarrotcr44zycarrot Member Posts: 12 Arc User
    I'm having crash issues in the Mindflayer area.. any1 else?
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