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Is Neverwinter want kill parkour souls?

chronosekchronosek Member Posts: 2 Arc User
edited June 2013 in General Discussion (PC)
Hello,

First i want appology for my bad english.

For every parkour soul freerunning and roof jumping is essential. With new patch that was limited on Protector City - dragon server - market roof. Free all roofs! Parkour!

Footage (19-06-2013) about this problem:
http://www.youtube.com/watch?v=r6o_4hBB1Fk

Foorage (12-06-2013) before patch:
http://www.youtube.com/watch?v=UuV4b0boBWI

bazkiel
Post edited by chronosek on

Comments

  • tang56tang56 Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited June 2013
    You could always do parkour outside. It's better for your health.
    RIP Neverwinter 26/06/2014
  • sockmunkeysockmunkey Member Posts: 4,622 Arc User
    edited June 2013
    When did running and jumping on someones elses property stop being trespassing and became parkour?
  • meedacthunistmeedacthunist Member Posts: 3,085
    edited June 2013
    Quoting myself from different thread (info from Cryptic staff):
    AI Path Nodes

    (...)

    Facts about Path Nodes

    1. Any areas that are completely sealed off with collision from the spawn point will not be populated with path nodes, however areas like the tops of buildings and such do get path nodes. This is because the server isn’t very aware of the intricate flow of your map, so it doesn’t know if there’s a teleporter that takes you to a rooftop or if the player can use a power to knock an enemy into a previously unreachable area.

    2. Dense geometry, especially on the ground, attracts more path nodes. For example, a large map with relatively smooth terrain may have far fewer path nodes than a small map with very rugged and rocky terrain. The more geometrically complex your map is, the more complex the path nodes have to be (and the longer they take to publish).

    3. Most AI behavior requires path nodes to function properly with the exception of patrols, which only require path nodes when their patrol path is obstructed. This is why AI pathing does not work well in preview mode… There is simply no data for the AI to use yet.

    4. Path nodes eat up resources on the server. If they get out of hand, they can eat up quite a tremendous amount of resources. For this reason, there are different categories of maps that the server handles in different ways. An adventure zone is allowed more resources than your typical instanced quest map, but zones also allow many more players in the map at the same time. They are also able to create multiple optimized instances of that zone when the player cap is reached, and some data and resources are shared between these instances. Quest maps do not have these resource-saving features enabled, nor do they have the larger resource allocation from the server that zones enjoy.

    Path nodes typically do not affect things like the framerate on the client, but they can cause stalls on the server if they are over budget limits. As an example, in previous beta weekends, there were some quests that used entire zone exteriors for some maps. Since those zones were built with a different budget cap in mind, the server wasn’t expecting such complex maps to be used for instanced quests. As a result, every time those maps were opened by someone playing the quest, the server would have to quickly allocate additional resources to those maps. This was causing a solid 3-5 second freeze for all players on the server every time one of those maps loaded, which just made the entire game significantly less stable.

    Optimizing Your Map for AI Path Nodes

    You don’t really have a lot of control over path nodes, but there are some things you can do to help your map will work well with them.

    1. Avoid excessive amounts of objects with complex geometry in walkable areas. A pile of rocks will have many more path nodes covering it than flat ground. If your entire map is one big debris field with extremely uneven rough topology, it will attract significantly more path nodes than a map with simpler topology.

    2. Seal off non-playable areas with collision walls. If you don’t intend for a player to be able to reach a spot on your map, take the time to completely seal it behind invisible walls to ensure it does not get path nodes.

    3. Objects that do not have collision, such as ground decals and grass, do not add to the path node count.

    4. Placing a collision ceiling as low as possible on your map will reduce the number of nodes. This works best on maps where you have high places and rooftops that the player never gets to and that can be excluded from the playable area.

    This is why PE map had to be limited. I suppose that with time more and more areas will be limited with invisible walls, for practical reason.
  • erethizon1erethizon1 Member Posts: 185 Arc User
    edited June 2013
    I always expected the parkour to be temporary. Being able to jump to places where nothing meaningful is located is rarely allowed in games (and usually is a bug) so it makes sense that it would not last forever in this game either.
  • bayne3bayne3 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited June 2013
    Jeesh, so much for making my own fun :(
  • chronosekchronosek Member Posts: 2 Arc User
    edited June 2013
    it would be not fun ... i hope they will delete seals somwday , and we will be able jump on roofs freely
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