Devs, please remove or change the invisible ceiling in pt 3 of shroud.
Solving puzzles is very difficult when you can't jump as intended.
Thanks
Devs, please remove or change the invisible ceiling in pt 3 of shroud.
Solving puzzles is very difficult when you can't jump as intended.
Thanks
What's the point of an invisible ceiling there? Every party has plenty of lockpickers/knockers. *sigh*
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Once upon a Long Long time ago there was a a group of circus freaks who could fly, they flew so high and good that no monster could touch them, not even a a big devil named Applesauce... Applesauce was really mad so he asked Bob's Glass Steel conmpany to cap his dungeon...
There you go.. the why and how of the cieling.
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Had a conversation w/ few people last night before they ran a shroud.
And sure enough, they not only noticed it, but took a short video of it happening.
No big deal if your jump is below 20 or whatever. But for high stat jump toons, it's a real pain.
It's there for a reason, and rightfully so. But the result is a little bothersome.
So now in shroud, I say, "can someone with a low jump come finish my puzzle" Too funny.
Is this a new-ish thing? I haven't run Shroud in quite a while, but I don't remember previously having problems on a 40-jump character. Well, lag-jump problems, but no hitting-my-head-on-the-ceiling problems.
I live with shrouds ceiling just fine. It barely makes solving puzzles a problem.
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This is a playstyle issue more than a technical one. You do NOT have to jump to solve the problems. It's a common reaction on players, but it's not required.
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123XX
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Let's say the x's are all solved, and the ONLY light you need to get to is the one labeled 3. Jumping may seem the most obvious answer here, but equally fast is running to 3 across 1 and 2, and then running back out across 1 and 2. Same effect, less frustration. You are effectively hitting 1 and 2 twice in that example, which is literally the same as not hitting them at all. It's how we taught newer players who weren't so great with Mario skills or those that found jumping frustrating.
If you needed three and 2, then you run to three, go back to two, jump strait up once, then back out. It can be used for any spot on the puzzle. It's a different method, and in a lot of cases safer as you KNOW where you stepped, not what you may have clipped if you didn't get your jump quite right.
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Huh, I always attributed it to massive lag that I always get in Shroud.. never even noticed a bounding box effect.
I'm confused. Surely a mechanic wasn't introduced to try to break Shroud puzzle-solvers and force no-jump solutions?
Dev's don't want people running quests other than the predefined lemming path.
invisible walls are there to make sure you don't stray and try to do something creative.
Waiting for the next class release - Mime - to navigate all the invisible walls in the game.
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