you reached the limit of the space for that level. Nothing much more to say. Remove it means increasing the map size and probably getting problems with old gen console's RAM
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I could see that on the very perphery of the map, but it has happened in the middle of an area where everything is already rendered. I have a video linked in to one of my replies here that illustrates this. You can see that it wouldn't take any more ram to open up at least some parts of maps that I think are unnecessarily blocked.
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I can understand that. I have no problem with them blocking my movement. In one of my comments here I expressed that I would rather have them block my movement with Terrain rather than invisible walls. Slightly change the building, or mountain, or what ever it is so it is out of reach by our double jumps, and not blocked by an invisible ceiling. They want the game immersive, but it pulls you out of being immersed really quick when you get blocked by an invisible wall. Don't get me wrong, I am still going to play the crap out of destiny. I love the game, and even though this is my biggest gripe with the game, it isn't something that will keep me from playing.
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maybe it's just me but i was never bothered by invisible walls. Maybe since i usually think about the much more trouble and limitation that devs must subdue just for that Don't get me wrong, i tried too to climb as high as i could and got a little "sigh" about bot be able to climb all the way but that's it for me. I liked that map and his verticality just for fun and starting by the fact that they can't have the ceiling higher for free, be sure you can't get up there means that they should just leave empty space for the height of double jump but it's such a waste in my opinion
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So I guess it is just a difference in the way we see games. I can respect the effort it takes for devs to develop a game. I have infinite respect for them. I am personally wondering how much more or less effort it takes to code the invisible wall vs designing the level with that movement in mind?
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can you tell me how much more optimization is needed to have a higher ceiling? And even with higher ceiling i'd prefear tho have mor things that allow me to go higher even if i get the new ceiling. I mean i'm more satisfied with a filled space even if i had to hit a wall instead that a wasted space just to not hit it
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I am not a Dev, but this would be nice to know. I know the ceilings very in different parts of the world. For example, in my video, the ceiling is right above the roof of one of the building in that area, you can see as it gave me the turn back now warning. But in the part of the old Russia world where the devil walker public event happens, it is just below those roads that are over passing the open area. So the ceiling is different in each area. So I would only want it higher in the areas that I could actually get to something. Like I said, the textures are already there, everything is already rendered. So how many more resources would it rake to raise that ceiling? That would be nice to find out.
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i don't think it's that simple. For experience i can tell you that it's way better to keep everything you can as similar as possible. It The more they differ the more it will become hellish put hand to the game if needed.