Invisible Wall in SoT

Annalyse - Heavens Tear
Annalyse - Heavens Tear Posts: 2,618 Arc User
edited April 2013 in Quality Corner
I don't know if this was intentional, but there is (as everyone knows by now) an invisible wall along the edges of the path in Seat of Torment. This is extremely irritating as it does not stick to the edges, but sometimes goes much farther in, and you can get stuck. Mobs also run beyond it, disabling your ability to kill them. And recently I lost a bunch of drops inside the wall at final boss.

There is no point to this wall and I'm sure most of us would appreciate it being removed as soon as possible.
[SIGPIC][/SIGPIC]
Annalyse (veno) - Melosa (cleric) - Glynneth (archer) - Pickerel (sin)
Florafang (wiz) - RubixCube (barb) - Laravell (psy) - Diviah (Mystic)
Torchwood (BM) - Sataea (Seeker) - Wystera (Sin) - Allissere (SB)

Looking for a mature faction on HT? pwi-forum.perfectworld.com/showthread.php?t=760842
Post edited by Annalyse - Heavens Tear on

Comments

  • littlemage
    littlemage Posts: 0 Arc User
    edited April 2013
    I don't know if this was intentional, but there is (as everyone knows by now) an invisible wall along the edges of the path in Seat of Torment. This is extremely irritating as it does not stick to the edges, but sometimes goes much farther in, and you can get stuck. Mobs also run beyond it, disabling your ability to kill them. And recently I lost a bunch of drops inside the wall at final boss.

    There is no point to this wall and I'm sure most of us would appreciate it being removed as soon as possible.


    and there is no way to escape in a possible party wipe (me being the cleric) i can't jump down anymore to save myself... and not need to go all the way back to camp... pls take that wall out it is really pointless :(
  • Fissile - Archosaur
    Fissile - Archosaur Posts: 607 Arc User
    edited April 2013
    I don't see why this wall was added in the first place. It is annoying but I don't think it is really a bug because clearly someone did it on purpose. b:angry
    [SIGPIC][/SIGPIC]
  • Zanryu - Dreamweaver
    Zanryu - Dreamweaver Posts: 7,261 Arc User
    edited April 2013
    I like this update. Bug or not, it's great not falling off the walls when I tab out on follow b:cute
  • Salari - Raging Tide
    Salari - Raging Tide Posts: 2,102 Arc User
    edited April 2013
    Annalyse you can fight the last boss in the middle of the other mobs without agroing them and no need to worry about lose of drops
    Marine - Marshall - Raging Tides - Retired
    [SIGPIC][/SIGPIC]
    DEMHEALSMAN - Dreamweaver
    Yes, because people really need 900+ dex or 1000+ magic just for the lulz
  • Slivaf - Dreamweaver
    Slivaf - Dreamweaver Posts: 2,106 Arc User
    edited April 2013
    I like this update. Bug or not, it's great not falling off the walls when I tab out on follow b:cute

    I am with zanryu on this, I for one really do not mind it, I am just glad that when they did this they made it so the home teleport skill will teleport you to the same place that waiting out the timer does.

    On the other hand I can see why this might throw some squads/people for a loop if they have something go awry during the fight, being able to jump off the sides was definitely helpful for some people.
    Ah, Mistakes are so easily made. ~ laura resnick

    What kind of message are you sending when you insult my intelligence? ~ Me ~ 5/29/2015 (Yes it is possible someone said this before just no idea who/where.)
  • Annalyse - Heavens Tear
    Annalyse - Heavens Tear Posts: 2,618 Arc User
    edited April 2013
    Annalyse you can fight the last boss in the middle of the other mobs without agroing them and no need to worry about lose of drops

    It wasn't on the boss xD It was the mobs in the area at final boss. They ran to the side, *nowhere* near the edge so I figured it was fine. Lost like 7 DQs from the few that died. Drops were clearly nowhere near the edge but that is what really vexes me - the wall is not at the edge in most spots. I actually would not care about it if the wall followed the edge of the path but it cuts way in most of the time.
    [SIGPIC][/SIGPIC]
    Annalyse (veno) - Melosa (cleric) - Glynneth (archer) - Pickerel (sin)
    Florafang (wiz) - RubixCube (barb) - Laravell (psy) - Diviah (Mystic)
    Torchwood (BM) - Sataea (Seeker) - Wystera (Sin) - Allissere (SB)

    Looking for a mature faction on HT? pwi-forum.perfectworld.com/showthread.php?t=760842
  • Xx_BeLLa_xX - Harshlands
    Xx_BeLLa_xX - Harshlands Posts: 7,231 Arc User
    edited April 2013
    Yes it's true there's a lot of drops lost that cannot be pick cause of the walls.

    2013-014.jpg

    ^ Here a example, I wasn't able to pick those drops and for some reasons drops often drop on the side like that.
    [SIGPIC][/SIGPIC]

    b:dirty "I **** rainbows and love everyone"-Longknife b:cute
  • Zanryu - Dreamweaver
    Zanryu - Dreamweaver Posts: 7,261 Arc User
    edited April 2013
    Mob positioning is your friend.
  • Xx_BeLLa_xX - Harshlands
    Xx_BeLLa_xX - Harshlands Posts: 7,231 Arc User
    edited April 2013
    Mob positioning is your friend.

    Did you ever asked a barb (or puller) that have 30 mobs in SoT on him to ''position'' all of them for drop?

    The walls are really inside the path and there's not a lot of space.
    [SIGPIC][/SIGPIC]

    b:dirty "I **** rainbows and love everyone"-Longknife b:cute
  • Zanryu - Dreamweaver
    Zanryu - Dreamweaver Posts: 7,261 Arc User
    edited April 2013
    Did you ever asked a barb (or puller) that have 30 mobs in SoT on him to ''position'' all of them for drop?

    The walls are really inside the path and there's not a lot of space.

    I manage pretty well when I'm pulling for BH. So you miss a few trash drops or a few DQs, it's not gamebreaking and it's avoidable if you don't get in over your head while pulling.
  • Xx_BeLLa_xX - Harshlands
    Xx_BeLLa_xX - Harshlands Posts: 7,231 Arc User
    edited April 2013
    I manage pretty well when I'm pulling for BH. So you miss a few trash drops or a few DQs, it's not gamebreaking and it's avoidable if you don't get in over your head while pulling.

    The OP made that thread in the quality section cause of the walls being annoying for many reasons including drops missing and I agree with her.

    Maybe you don't care about drops, it's fine it's your opinion, some people does care about drops, I don't even know why you come here arguing about it...
    [SIGPIC][/SIGPIC]

    b:dirty "I **** rainbows and love everyone"-Longknife b:cute
  • Zanryu - Dreamweaver
    Zanryu - Dreamweaver Posts: 7,261 Arc User
    edited April 2013
    The OP made that thread in the quality section cause of the walls being annoying for many reasons including drops missing and I agree with her.

    Maybe you don't care about drops, it's fine it's your opinion, some people does care about drops, I don't even know why you come here arguing about it...

    Not really arguing. You can still position mobs so that you can get your drops, sure it's more tedious but it's doable. My first thought when I did SoT for the first time was "Man, walking off the edge sucks!". Now that I'm used to it the wall is a bit weird, but I honestly quite like it. If I miss out on a few DQs or white name gear so be it. I can understand not liking it, but I can see how it can also be kind of nice.
  • genotypist
    genotypist Posts: 0 Arc User
    edited April 2013
    Oh, that's just cruel. We'll inquire as to why this wall was placed here, thanks.
    [SIGPIC][/SIGPIC] "Life is short...Bury! Steady Sword!"
  • skaitavia
    skaitavia Posts: 1 Arc User
    edited April 2013
    genotypist wrote: »
    Oh, that's just cruel. We'll inquire as to why this wall was placed here, thanks.

    My guess is to prevent players from practicing cliff jumps!

    xD jokes aside, my real guess is to stop players from accidentally falling off an edge and spawn back at the beginning of the instance. It has happened to me a couple times, and traversing such a large maze-like instance is time-consuming. So if you fall off the edge near the final boss, be prepared to spend a few minutes making your way back.

    They just put the walls a bit too close to the path.
  • Annalyse - Heavens Tear
    Annalyse - Heavens Tear Posts: 2,618 Arc User
    edited April 2013
    Skaitavia wrote: »
    They just put the walls a bit too close to the path.

    I would probably be okay with the walls if they followed the actual edge of the path. But how do you reposition bosses/mobs if you don't know where the wall will actually lie? There are several spots where the wall goes way inward from the edge and I've gotten stuck trying to get to mobs there.

    Also... I kind of liked the challenge of the path, to be honest. It was the first FB that was different and unusual, and had always been my favorite because of that.
    [SIGPIC][/SIGPIC]
    Annalyse (veno) - Melosa (cleric) - Glynneth (archer) - Pickerel (sin)
    Florafang (wiz) - RubixCube (barb) - Laravell (psy) - Diviah (Mystic)
    Torchwood (BM) - Sataea (Seeker) - Wystera (Sin) - Allissere (SB)

    Looking for a mature faction on HT? pwi-forum.perfectworld.com/showthread.php?t=760842
  • Crixxix - Raging Tide
    Crixxix - Raging Tide Posts: 848 Arc User
    edited April 2013
    To be honest, I don't like the wall myself. As a barb, I can say that mob positioning isn't always possible when you pull 30-50 mobs. As for people falling off the edge, I've done it a couple of times myself. They just need to learn to watch where they are going. Obviously this isn't an instance to use autopath and afk to use facebook LOL b:chuckle
    [SIGPIC][/SIGPIC]
  • TCHP - Lost City
    TCHP - Lost City Posts: 577 Arc User
    edited April 2013
    I don't really dislike this wall, but I have the feeling it could have been done in a better way.

    Yet I think it beat the purpose of making this FB the way it is now, You should just delete the map, and put it in abandon ...

    I have a feeling they got many ticket about ppl jumping and having rubber band cause they fall to circular end of the cliff, triggering the game design code.

    Has I see this has a good temporary fix, I think it will also provide multi client cheater whit ways to make this FB easier to farm for special object.

    A good way to solve the rubber ban, would have been to copy warsong, and just erase the floor and all angle of the map.
    [SIGPIC][/SIGPIC]
  • tweakz
    tweakz Posts: 0 Arc User
    edited April 2013
    Did you ever asked a barb (or puller) that have 30 mobs in SoT on him to ''position'' all of them for drop?

    The walls are really inside the path and there's not a lot of space.

    It's been an ongoing problem in RB already: Too many people just don't care about the drops. Most players on HT don't even know how to kill the new BH bosses efficiently and refuse to learn.
    Be kind: Help the GMs to depopulate the servers.