BG Outer City bugs

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renshouj
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Re: BG Outer City bugs

Unread post by renshouj »

Image

Those spots arent actually sittable :(
I cant walk up to them. Theyre right nex to the "main" campfire sitting area
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Oarthias
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Re: BG Outer City bugs

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When exiting the Radiant Heart Keep, we end up behind the doors and not in the courtyard.
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Rhifox
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Re: BG Outer City bugs

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renshouj wrote: Tue Jan 25, 2022 12:46 am Image

Those spots arent actually sittable :(
I cant walk up to them. Theyre right nex to the "main" campfire sitting area
Somehow this tile's walkmesh got broke on my last bake. Fixed it for next update.
Oarthias wrote: Tue Jan 25, 2022 1:16 am When exiting the Radiant Heart Keep, we end up behind the doors and not in the courtyard.
Implemented a fix for this for the next update.
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MrSmith
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Re: BG Outer City bugs

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Q: Is it possible to declutter the BG Outer City area? I opine there are too many caravans, vendor carts, etc. without an NPC or specified purpose... creating clutter. Don't get me wrong, the map area is beautiful... it just feels like being inside of a rat maze.

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Rhifox
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Re: BG Outer City bugs

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MrSmith wrote: Fri Jan 28, 2022 9:34 pm Q: Is it possible to declutter the BG Outer City area? I opine there are too many caravans, vendor carts, etc. without an NPC or specified purpose... creating clutter. Don't get me wrong, the map area is beautiful... it just feels like being inside of a rat maze.

Cheers!
Nope. If anything there should be more, but there's a limit. It's supposed to feel busy. Clutter shows that people live there. :)

As for them being empty... well, NPCs cause FPS drops (though there will be some patrolling NPCs added in the next patch), so we have be sparing with how many we use. But also, many players like to set up tents to sell stuff near the campfire. These were left empty for players to use.
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Theodore01
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Re: BG Outer City bugs

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Rhifox wrote: Sat Jan 29, 2022 12:00 am Nope. If anything there should be more, but there's a limit. It's supposed to feel busy. Clutter shows that people live there. :)
The pathfinding here is a pain in the ass, because of that cluttering. Try to walk from one end to the other - it turns into a click orgy everytime.
The tradeway is too small, the pathfinding does not even work for 2 people traveling together on it.

And putting the RP campfire in the middle of it results in to moving people (because of that pathfinding) bumping into the campfire group almost every time and disturbing them.

Even the cow breaks the pathfinding almost every time, not to speak of the moving guards ...

For an area that is visited on a daily basis, shouldn't it be made as user-friendly as possible and not a hindrance for the sake of being overly realistic?
Maybe it would help with that issue, to make the trade way path a bit broader and keep it empty mostly, do all the cluttering left& right from it.
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MrSmith
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Re: BG Outer City bugs

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Rhifox wrote: Sat Jan 29, 2022 12:00 am
MrSmith wrote: Fri Jan 28, 2022 9:34 pm Q: Is it possible to declutter the BG Outer City area? I opine there are too many caravans, vendor carts, etc. without an NPC or specified purpose... creating clutter. Don't get me wrong, the map area is beautiful... it just feels like being inside of a rat maze.

Cheers!
Nope. If anything there should be more, but there's a limit. It's supposed to feel busy. Clutter shows that people live there. :)
Marie Kondo? :D My point is that some of the "clutter" seems contrived/forced and is not necessary for the map to feel busy and alive. Not to conflate maps, but another example of this [forced clutter] is the refugee camp outside of Soubar. There is a child's toy right in the middle of the pathway at the entrance. The simple inclusion of this toy contradicts the "conflict" and "heightened state of alert" the log fortress is there to represent. Anyone belonging to the profession of military arms would insist on keeping that area clear. :violin:

In spite of this, I really appreciate all the work you and the developers put in to make this the best place to play - THANK YOU! 0:)

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Rhifox
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Re: BG Outer City bugs

Unread post by Rhifox »

MrSmith wrote: Sat Jan 29, 2022 10:04 am Not to conflate maps, but another example of this [forced clutter] is the refugee camp outside of Soubar. There is a child's toy right in the middle of the pathway at the entrance. The simple inclusion of this toy contradicts the "conflict" and "heightened state of alert" the log fortress is there to represent. Anyone belonging to the profession of military arms would insist on keeping that area clear. :violin:
Because that's an abandoned fort. It was the base for Radiant Heart and others when dealing with the demon/yuan-ti attacks. It was abandoned when that conflict was completed. The commonfolk then settled inside the walls, because it's a place of security. It is not a military encampment at all anymore.
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