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Upcoming Stuck + Terrain Improvements

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Delerium69
Posts: 36

Re: Upcoming Stuck + Terrain Improvements

Post#11 » Tue Mar 03, 2026 3:50 pm

Can you reduce the client recovery time when you run over a blade of grass for the client to allow movement again please?

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Bozzax
Posts: 2729

Re: Upcoming Stuck + Terrain Improvements

Post#12 » Tue Mar 03, 2026 4:25 pm

Boxes for the love of …. Reduce 📦 impact on movement when collision is on
Last edited by Bozzax on Tue Mar 03, 2026 4:27 pm, edited 1 time in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Bozzax
Posts: 2729

Re: Upcoming Stuck + Terrain Improvements

Post#13 » Tue Mar 03, 2026 4:27 pm

Can you add a terrain report /command?
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

Emerda
Posts: 1

Re: Upcoming Stuck + Terrain Improvements

Post#14 » Tue Mar 03, 2026 5:12 pm

Do you want that in an chronological order? I have so many spots I have been stuck in the past 4 months. So much so that iam now a being stuck meme in my group XD

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Zhentarim
Posts: 138

Re: Upcoming Stuck + Terrain Improvements

Post#15 » Tue Mar 03, 2026 8:03 pm

Here you got five stuck spots:
https://imgur.com/a/LvS3Pka

EDIT:
Added a few more.
Last edited by Zhentarim on Tue Mar 03, 2026 9:23 pm, edited 1 time in total.

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Toshutkidup
Posts: 857
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Re: Upcoming Stuck + Terrain Improvements

Post#16 » Tue Mar 03, 2026 9:07 pm

or how about do what DAOC did in like 2005/6 and allow people to walk up slopes / hills / instead of all the invisible walls / to step zones littered all over maps that force players unnecessary pathways...
First RR90 Slayer working towards the top of the mountain.I still solo, still run riposte.

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Rubius
Developer
Posts: 503

Re: Upcoming Stuck + Terrain Improvements

Post#17 » Wed Mar 04, 2026 11:30 am

Ruin wrote: Tue Mar 03, 2026 8:02 am will this also include invisible walls?

in terms of stuck places, 1 comes to mind, Dark elf fort (fell landing) spikes on second floor can get you stuck when jumping from respown point.

Yes, if they're getting you stuck. These are a lot harder to fix, but we can take a look at them. Appreciate the note and think I know the exact spot you're talking about. (This one might also be collision from the spikes.)

Fenris78 wrote: Tue Mar 03, 2026 9:47 am Dark elves keeps, you can get stuck under one of either 2 lamp posts near outer oil placement spot.

Got it on the list to review! This one may be a little trickier, but will see if we have the tools to change them so they don't have any collision. For the others you listed, any example screens of the river rocks would be great.

amputationsaw wrote: Tue Mar 03, 2026 10:59 am does this also include the "little stucks" that happen pretty often, like when jumping over a fance in eataine and the Character halfly gets stuck in it and you have to wait 2 sec so the char gets released which mostly means death in a fight

Perhaps someday, though for now we're more focused on the spots where you get totally stuck and have to port or use the /stuck command. But a few of us already noted our disdain for those Dark Elf tents and the various other spikes they have which often get people stuck. :D

coldhunter wrote: Tue Mar 03, 2026 11:30 am Thats a good update. Finally we strike back 3rd faction!

The third faction has bullied the other two for far too long. It'll be one small step at a time, but we'll make progress towards defeating the terrain.

SuperStar
Posts: 529

Re: Upcoming Stuck + Terrain Improvements

Post#18 » Wed Mar 04, 2026 11:43 am

Rubius wrote: Wed Mar 04, 2026 11:30 am
Ruin wrote: Tue Mar 03, 2026 8:02 am will this also include invisible walls?

in terms of stuck places, 1 comes to mind, Dark elf fort (fell landing) spikes on second floor can get you stuck when jumping from respown point.

Yes, if they're getting you stuck. These are a lot harder to fix, but we can take a look at them. Appreciate the note and think I know the exact spot you're talking about. (This one might also be collision from the spikes.)

Fenris78 wrote: Tue Mar 03, 2026 9:47 am Dark elves keeps, you can get stuck under one of either 2 lamp posts near outer oil placement spot.

Got it on the list to review! This one may be a little trickier, but will see if we have the tools to change them so they don't have any collision. For the others you listed, any example screens of the river rocks would be great.

amputationsaw wrote: Tue Mar 03, 2026 10:59 am does this also include the "little stucks" that happen pretty often, like when jumping over a fance in eataine and the Character halfly gets stuck in it and you have to wait 2 sec so the char gets released which mostly means death in a fight

Perhaps someday, though for now we're more focused on the spots where you get totally stuck and have to port or use the /stuck command. But a few of us already noted our disdain for those Dark Elf tents and the various other spikes they have which often get people stuck. :D

coldhunter wrote: Tue Mar 03, 2026 11:30 am Thats a good update. Finally we strike back 3rd faction!

The third faction has bullied the other two for far too long. It'll be one small step at a time, but we'll make progress towards defeating the terrain.
Not stuck but almost as bad feeling the box, middle of the fight the enemy or allie drops a fe and you cant move, but you cant see why, i always think in the first sec stagger or root.

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Rubius
Developer
Posts: 503

Re: Upcoming Stuck + Terrain Improvements

Post#19 » Thu Mar 05, 2026 12:28 am

Zhentarim wrote: Tue Mar 03, 2026 8:03 pm Here you got five stuck spots:
https://imgur.com/a/LvS3Pka

EDIT:
Added a few more.
These are great and very helpful, thank you.

Based on those, already fixed up a couple, coming next patch:

Well of Qhaysh Keep (Saphery)

Image

Saphery Keep corner is now fixed! This one took longer than expected to find the old invisible walls, probably left long ago. Also removed the Greenskin spikes. Now you can drop off the corner without getting perma-stuck.

Gnol Baraz Keep Ramp (Black Fire Pass)

Image

Black Fire Pass postern hole is also now fixed, thanks to a newly paved floor the Dwarfs added so beardlings won't fall in anymore. Now you won't accidentally fall between the ramp and wall and find yourself stuck!

High Pass Gateway

Image

Previously you could fall in between the hill and the gateway here to find yourself permanently stuck while moving towards the Hallenfurt Manor BO. In the next patch, the gate will extend forward so you land on top of it instead. Also, we fixed up a little section of the wall here that was missing snow for some reason, so now it should just look better overall!

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normanis
Posts: 1510

Re: Upcoming Stuck + Terrain Improvements

Post#20 » Thu Mar 05, 2026 10:57 am

thx elf stairs are really annoing.
"survival is the only option"

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