'Robber's Nest' has several issues.
Posted: Sun Mar 14, 2021 5:23 pm
1, Forced camera angles. Not a clever way to make an ambush more tense.
2, The pseudo transition doorways make using henchmen and companions awful because pathing is COMPLETELY horrid in the area. You don't feel immersed in a close quarters environment. You feel like you are stuck in a place where the choice was arbitrarily made to have everything covered in PC crazy sticking clue.
The two things combined with the spamming sneak attackers diminish the area greatly.
Plus side, great aesthetic touches and such that add to Guldorand feeling like a city with an Underworld to it.
Edit: After going further, just bad, really, scrap it it, start over. The set up of the 'chief' area just completely screws a player, its awful, should have been scrapped with one test play, just doesn't work, is absurd. No really, it is horrible, bad, not good. Specifically the setup down the hall way, with it just spam ranging on the player is bad, really, really bad, gimmicky.
2, The pseudo transition doorways make using henchmen and companions awful because pathing is COMPLETELY horrid in the area. You don't feel immersed in a close quarters environment. You feel like you are stuck in a place where the choice was arbitrarily made to have everything covered in PC crazy sticking clue.
The two things combined with the spamming sneak attackers diminish the area greatly.
Plus side, great aesthetic touches and such that add to Guldorand feeling like a city with an Underworld to it.
Edit: After going further, just bad, really, scrap it it, start over. The set up of the 'chief' area just completely screws a player, its awful, should have been scrapped with one test play, just doesn't work, is absurd. No really, it is horrible, bad, not good. Specifically the setup down the hall way, with it just spam ranging on the player is bad, really, really bad, gimmicky.