Has anyone else experienced extreme frustration when trying to climb just about anything? My character is constantly getting thrown off of whatever it is I’m climbing. I’ve just come back to Conan after a hiatus and have been exploring on an official PVP server. I try to climb up seemingly flat surfaces in the environment and cant get passed certain points. The animation looks like I’ve climbed up into an invisible T3 fence. Please tell me that this is a bug and that it’s being addressed. It limits exploration big time.
Please provide a step-by-step process of how the bug can be reproduced. The more details you provide us with the easier it will be for us to find and fix the bug:
Start climbing up different cliffs/rocks/building meshes
Yeah, it can be really annoying. I agree that the more handholds you are climbing over, the more likely to fall. Also on natural rock, it seems more likely to fall when there is a vein of a slightly different color mixed in with the normal color of the rock face. I tend to work my way sideways to avoid those spots when I have the stam for it.
There are several towers that are virtually unclimbable for me now. The one in the passage from snowy mountains to jungle is a good example. When game was new, this was easy. Now I can’t seem to make it up anymore. Trying to climb up to the armored skeleton in UC can be done, but is much more difficult that it used to be. Any of those classic square towers like are all over UC are a pain now, because of all the little ridges you hit before the top.
I hope Funcom reads this and considers looking into it.
I think some of the newer issues are from the under mesh fixes. I get it more in areas where there used to be some issues with seeing through the mesh. Also,there are areas where meshes are joined and it will cause the phantom fall. Holding climb is now my norm. As for getting over that ledge, i think they need to add a control that allows one to push themselves over, like hold light attack and climb.T
An observation: Funcom seems to have made climbing more challenging by causing our characters to detach from terrain elements we might not be able to see. Over time, the player learns to either avoid these areas or climb around them using flatter surfaces.
One sure way to negotiate difficult terrain is to climb up and to the left or up and to the right. In other words, climb diagonally when you encounter sketchy surface sections of your climb. Diagonal climbing seems to keep you more connected to the surface.
I agree @Barnes. Sometimes it seems natural (and the diagonal is also a good climbing path thanks !).
But other times, it seems just buggy.
An other example : if our character has the max level in agility, when we hold on spacebar and the character detach from the wall at the level of the last ledge, he performs a double jump which can allow him to reach the top. So, climbing is maybe intentionally more challenging but we can double jump during our ascent…
it’s weird !
I agree there are places that just don’t work very well for climbing. Honestly, if I can break the veil here a bit, it’s seemingly due to terrain manipulation and the tightening of the “splines” that support the mesh. In other words, by improving the terrain and lowering the exploit risk, a side-effect is we suffer in climbing. What does help is identifying these places with coordinates so that they can be passed on to the dev team.
Here’s a testable example: prior to the addition of the Warmaker Dungeon, I built on the opposite (west) side of Klael’s Stronghold, on the meaty rocky interface there at the ruins. Those ruins that look like radiator fins used to be supremely easy to climb. Now they’re a detachment menace. If I can I’ll drop a video a bit later – to get up top now I actually needed to modify my behavior and stick to “plain” surfaces.
I’ll need to experiment with the double jump, I must admit I see YouTubers using it and it looks interesting. That rolling leap sounds better than continually falling off the top of a ladder, for instance. That would probably be my biggest climbing kludge of late. :l
EDIT : If the collision mesh has been optimized at one time or another, I’m more inclined to suspect bugs during the process (collision mesh mismatch with their visual counterpart, holes in the mesh, unmerged vertex, wrong normals, etc.), than an intentional and logical feature.