All these "special" areas in dungeons
Freke
Everyhwere I go in a dungeon, if theres a pathway that leads to a wall I get right up close and am able to see through the wall. I'm just wondering why there is absolutely no mention of these areas in wiki.guildwars.com or gw.gamewikis.org because, as far as I'm concerned these areas should be mentioned.
Furthermore, the "Light of Deldrimore" or whatever section at the bottom of the page adds absolutely nothing to this.
Anybody mind helping me out? I'm certain that after a while more people would have found and posted whats up in the dungeons.
Furthermore, the "Light of Deldrimore" or whatever section at the bottom of the page adds absolutely nothing to this.
Anybody mind helping me out? I'm certain that after a while more people would have found and posted whats up in the dungeons.
Brewmaster
You've probably found nothing. When you get close to things, if something is blocking the view of your character, it will fade it. If Light doesn't reveal it as hidden, then its just an aspect of the background and nothing more.
Malice Black
Computer graphics will never be perfect. Things like this will always happen.
VitisVinifera
many of the dungeons are recycled templates where in one dungeon, a path may lead somewhere, where in another dungeon, a path is awkwardly blocked off because it doesn't lead anywhere. They look very peculiar, but that's because Anet was too lazy to uniquely design each dungeon.
cellardweller
Most dungeons are were produced using the ctrl-c ctrl-v design method. Differences in levels are achieved by adding walls to block off parts of the map, and these are what you're seeing.
Edit: Beaten to the punch by VitisVinifera
Edit: Beaten to the punch by VitisVinifera
pamelf
If you get close enough to a person you can see right through their head...same concept.
Rhedd
Quote:
Originally Posted by VitisVinifera
many of the dungeons are recycled templates where in one dungeon, a path may lead somewhere, where in another dungeon, a path is awkwardly blocked off because it doesn't lead anywhere. They look very peculiar, but that's because Anet was too lazy to uniquely design each dungeon.
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Yes, kids, being a game dev is SO fun. Nothing but endless money, girls, cookies, and adoring fans.
Shyft the Pyro
Quote:
Originally Posted by Rhedd
And you put it so politely.
Yes, kids, being a game dev is SO fun. Nothing but endless money, girls, cookies, and adoring fans. |
And if everyone was judged on the effort they put into their job rather than the outcome...
artay
Try looking through Cynn.
Sjeng
I'd like to have a closer look at the creepy torch-lit corridor behind the asuran gate at the end of the starting quest from EotN, where you run from the destroyers. Sometimes when you run through. and keep running, with the camera in first person view, you can see a long corridor behind the gate. Looks very spooky, but the game loads to the outpost too soon to really explore.
IslandHermet
Quote:
Originally Posted by VitisVinifera
many of the dungeons are recycled templates where in one dungeon, a path may lead somewhere, where in another dungeon, a path is awkwardly blocked off because it doesn't lead anywhere. They look very peculiar, but that's because Anet was too lazy to uniquely design each dungeon.
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IslandHermet
Quote:
Originally Posted by Shyft the Pyro
The "CTRL+C CTRL+V design method" is right where adoring fans turn into disillusioned ones.
And if everyone was judged on the effort they put into their job rather than the outcome... |
quickmonty
In the Secret Lair of the Snowmen there is a place, across that one bridge, where there are sometimes MOBs behind a wall. You can kill them with ranged attacks but can't pick up any drops.
Ctb
Quote:
Yes, kids, being a game dev is SO fun. Nothing but endless money, girls, cookies, and adoring fans. |