Mount-Viable Areas

Feedback relating to the other areas of Arelith, also includes old topics.


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Kenji
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Mount-Viable Areas

Post by Kenji » Mon May 23, 2022 11:28 pm

Hi all,

As per our recent mount update, we have opened up areas that are considered interior or underground to be mountable, but only if the interior/underground area is no less than 100 for various dimensions of areas.

I would like to invite everyone to help the team (mainly the Area Devs) determine the following:
  1. Which interior/underground map is smaller than 100 (10x10, 5x20, etc.) and should be mountable?
  2. Vice versa, which interior/underground map is greater than 100 (10x10, 5x20, etc.) and should NOT be mountable?
Please provide the map name, any nearby points of interest, screenshots, and details about the areas by using this command:

Code: Select all

-area
Note: Please keep this thread specific to feedback on what areas should be mountable and what areas should not be mountable. Feedback in regards to mount-meta, mount AC being too much, cavaliers being broken, etc. can go to another balance feedback thread and not this one.

Allowing everyone to mount (almost) everywhere is the first step of many to open up the Ride system to everyone rather than just the Surfacers. There will be more changes coming to make the mount system not as rigid in terms of "mountability", but we would like a head start on this particular process with the help of the playerbase.
Last edited by Kenji on Sat Jun 11, 2022 3:11 am, edited 1 time in total.

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Re: Mount-Viable Areas

Post by MRFTW » Tue May 24, 2022 2:34 am

Is there an easy way for luddites like myself to tell what size an area is?
Kenji wrote:
Mon May 23, 2022 11:28 pm
Which interior/underground map is smaller than 100 (10x10, 5x20, etc.) and should be mountable?
Would a reasonable idea be "If huge creatures are in the area, it should be mountable"?
If a Yeti can fit somewhere, surely a person on a horse can, too.

On an entirely personal note, I now have dreams of a cavalry charge through the Deep Wells. I didn't know I needed that but I really, really do.

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Re: Mount-Viable Areas

Post by Apothys » Tue May 24, 2022 7:27 am

Hi,

Ive no idea how to work out the size of an area. But allowing mounts to be ridden within Andunor would be great, We are after all within a great cavern.

East Wheel
West Wheel
Deviis Table
Greyport
Sharps
Saltspar
Treadstone
The Ice Road is another rather open kind of area.

Thats it for now.

SLOTTAM
Talandis Tanor'Thal (sacrificed)
Kalnafein Cress'delbarra (left arelith)
Merklynn Steelshadow II (left arelith)
Gulmyr Dro'Vaalvaz (left arelith)
Aerik Northman (retired in Skal)


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Re: Mount-Viable Areas

Post by BurntGnome » Tue May 24, 2022 7:44 pm

Its hard to determine what areas we can and cant use properly until the remount bug is fixed. But off the top of my head, the areas around the trade post are "large" enough you'd be able but you cant.

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Re: Mount-Viable Areas

Post by Kenji » Wed May 25, 2022 6:02 pm

To determine the dimensions of the area, count the "boxes" of the area tileset.

I will be providing more debug feedback in the area via a chat command to make reporting these areas easier.

If the pattern is that plenty of "mountable" areas are still too small, I might just lower the threshold from 100 to something like 80 or 64 again.

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But for me, it was Tuesday. :face_with_monocle: To-do list


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Re: Mount-Viable Areas

Post by BurntGnome » Sun May 29, 2022 7:16 pm

The underdark staircase probably should be mountable. Large and open, creates a really obnoxious spot where you have to get off the horse for no good reason.

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Re: Mount-Viable Areas

Post by Kenji » Mon May 30, 2022 3:09 am

BurntGnome wrote:
Sun May 29, 2022 7:16 pm
The underdark staircase probably should be mountable. Large and open, creates a really obnoxious spot where you have to get off the horse for no good reason.
Can you utilize the -area command and take a screenshot of the area information you're talking about? Easier to reference for our area devs.

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But for me, it was Tuesday. :face_with_monocle: To-do list


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Re: Mount-Viable Areas

Post by Edens_Fall » Sat Jun 04, 2022 4:23 pm

Bitter Coast (Hide Out) Level 1
10 X 8
You can not mount in this area

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Re: Mount-Viable Areas

Post by Kenji » Sat Jun 04, 2022 7:55 pm

Edens_Fall wrote:
Sat Jun 04, 2022 4:23 pm
Bitter Coast (Hide Out) Level 1
10 X 8
You can not mount in this area
Are you recommending that this place should be mountable for all? Or just UD characters?

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But for me, it was Tuesday. :face_with_monocle: To-do list


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Re: Mount-Viable Areas

Post by Edens_Fall » Sun Jun 05, 2022 3:36 am

Kenji wrote:
Sat Jun 04, 2022 7:55 pm
Edens_Fall wrote:
Sat Jun 04, 2022 4:23 pm
Bitter Coast (Hide Out) Level 1
10 X 8
You can not mount in this area
Are you recommending that this place should be mountable for all? Or just UD characters?
For all! Level 2 as well, but level three should remain a no mount area.

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Re: Mount-Viable Areas

Post by Edens_Fall » Sat Jun 11, 2022 2:58 am

Area name is: Minmir (Caves) Level 2
9 X 9
Currently a NO MOUNT area.

Request switch to mountable as Level 1 above and Level 3 below both allow horse riding.

Thanks!

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Re: Mount-Viable Areas

Post by Scurvy Cur » Thu Jun 16, 2022 6:56 am

Aurilite Temple:

Floors 1, 3, 4, and 5 are horse enabled.

Floor 2 is not, because it's pretty small.

I'd suggest enabling floor 2 for continuity throughout this dungeon.


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Re: Mount-Viable Areas

Post by Kenji » Fri Jun 17, 2022 9:19 am

I'm updating the -area command with it being able to provide both the area resref and tileset resref. It should be live in a few days, keep an eye out for areas that should or should not be mountable and also report their respective resrefs if possible.

Thank you all for your time, it's appreciated.

For you, the day Kenji overhauled your class was the most important day of your life.
But for me, it was Tuesday. :face_with_monocle: To-do list


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Re: Mount-Viable Areas

Post by Edens_Fall » Fri Jun 17, 2022 12:46 pm

Kenji wrote:
Fri Jun 17, 2022 9:19 am
I'm updating the -area command with it being able to provide both the area resref and tileset resref. It should be live in a few days, keep an eye out for areas that should or should not be mountable and also report their respective resrefs if possible.

Thank you all for your time, it's appreciated.
Will we need to repost the areas already listed with this new data Kenj, or just from here going forward?

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Re: Mount-Viable Areas

Post by Kenji » Fri Jun 17, 2022 9:34 pm

Feel free to edit existing posts with those info should you happen to pass by those areas again. But please don’t feel obligated to go out of your way to revisit those areas to do so.

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Re: Mount-Viable Areas

Post by Edens_Fall » Sat Jun 18, 2022 2:49 am

Area name is: Skull Crags (Glorag Mur)
Its dimensions are: 8 x 12
It is considered an interior and GetIsViableToMount(object oArea, object oPC=OBJECT_SELF)underground
You can not mount in this area.

Area name is: Skull Crags (Glorag Mur) Workshop
Its dimensions are: 8 x 12
It is considered an interior and GetIsViableToMount(object oArea, object oPC=OBJECT_SELF)above ground
You can not mount in this area.

Area name is: Skull Crags (Glorag Mur) Failed Experiments Room
Its dimensions are: 9 x 9
It is considered an interior and GetIsViableToMount(object oArea, object oPC=OBJECT_SELF)underground
You can not mount in this area.


I Request the above areas be changed to allow horse riding. Thank you!

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Re: Mount-Viable Areas

Post by Edens_Fall » Sat Jun 18, 2022 3:37 am

Area name is: Temple of the Viper (Shang-Tzin's Lair)
Its dimensions are: 6 x 6
It is considered an interior and GetIsViableToMount(object oArea, object oPC=OBJECT_SELF)above ground
You can not mount in this area.

Request the above area be changed to allow riding. All other areas of this dungeon allow travel by riding, but the final boss room kicks you off. Thanks!

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Re: Mount-Viable Areas

Post by Kenji » Tue Jun 28, 2022 9:12 am

Let me know if any of the suggested areas for mountability has be instated or not.

Also if anyone can provide various Underdark area tileset resrefs, that'd be great.

For you, the day Kenji overhauled your class was the most important day of your life.
But for me, it was Tuesday. :face_with_monocle: To-do list


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Re: Mount-Viable Areas

Post by Edens_Fall » Tue Jun 28, 2022 11:46 pm

This one is still not fixed.

Area name is: Minmir (Caves) Level 2
Its dimensions are: 9 x 9
It is considered an interior and underground
You can not mount in this area.
Area ResRef: beastcave2
Tileset ResRef: tdm01
Last edited by Edens_Fall on Wed Jun 29, 2022 3:37 pm, edited 1 time in total.

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Re: Mount-Viable Areas

Post by Edens_Fall » Wed Jun 29, 2022 12:15 am

Request below area be made mountable:

Area name is: Underdark (Upper) The Crystal Path
Its dimensions are: 9 x 9
It is considered an interior and underground
You can not mount in this area.
Area ResRef: ud_driderpitsnw
Tileset ResRef: ttu01

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Re: Mount-Viable Areas

Post by Edens_Fall » Thu Sep 08, 2022 1:00 am

Request below area be made mountable.

Area name is: Cordor Frontier (East) Mines (Level 5)
Its dimensions are: 7 x 14
It is considered an interior and underground
You can not mount in this area.
Area ResRef: ctironminestempl
Tileset ResRef: tde01
You don't think you can fish here.

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Re: Mount-Viable Areas

Post by Edens_Fall » Thu Sep 08, 2022 2:23 am

Request below area be made mountable. Mines above allow riding, but the final area does not and has more open spaces.

Area name is: Cordor (Farmlands) Coal Mines (Grotto)
Its dimensions are: 8 x 10
It is considered an interior and underground
You can not mount in this area.
Area ResRef: cordorcoalmines3
Tileset ResRef: tdt01
Climate: Temperate

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Re: Mount-Viable Areas

Post by Kenji » Thu Sep 08, 2022 7:05 am

Edens_Fall wrote:
Wed Jun 29, 2022 12:15 am
Request below area be made mountable:

Area name is: Underdark (Upper) The Crystal Path
Its dimensions are: 9 x 9
It is considered an interior and underground
You can not mount in this area.
Area ResRef: ud_driderpitsnw
Tileset ResRef: ttu01
Edens_Fall wrote:
Thu Sep 08, 2022 1:00 am
Request below area be made mountable.

Area name is: Cordor Frontier (East) Mines (Level 5)
Its dimensions are: 7 x 14
It is considered an interior and underground
You can not mount in this area.
Area ResRef: ctironminestempl
Tileset ResRef: tde01
You don't think you can fish here.
Edens_Fall wrote:
Thu Sep 08, 2022 2:23 am
Request below area be made mountable. Mines above allow riding, but the final area does not and has more open spaces.

Area name is: Cordor (Farmlands) Coal Mines (Grotto)
Its dimensions are: 8 x 10
It is considered an interior and underground
You can not mount in this area.
Area ResRef: cordorcoalmines3
Tileset ResRef: tdt01
Climate: Temperate
These 3 areas will be allowed to mount Soon™

For the previously suggested areas, if those still can't mount, post the Area ResRef if you can.

For you, the day Kenji overhauled your class was the most important day of your life.
But for me, it was Tuesday. :face_with_monocle: To-do list



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Re: Mount-Viable Areas

Post by Edens_Fall » Tue Sep 13, 2022 6:46 pm

Request two below areas be made mountable. The first floor of this dungeon is already and so is the last floor. But these two middle floors are not.

Area name is: Temple of Malar (Storage)
Its dimensions are: 8 x 9
It is considered an interior and above ground
You can not mount in this area.
Area ResRef: tempmalarstorage
Tileset ResRef: tic01
You don't think you can fish here.

Area name is: Temple of Malar (Acolyte's Quarters)
Its dimensions are: 12 x 9
It is considered an interior and underground
You can mount in this area.
Area ResRef: tempmalaracolyte
Tileset ResRef: tdc01
You don't think you can fish here.

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