Originally Posted by
Sorin
With many of the current dungeons, coloration and brightness help to keep me away (raising the gamma in options shouldn't be necessary). But the biggest thing that gets me is how just about all objects (walls, boxes, the architecture on the GR buildings near OPs in the wastes, etc) have boundaries that don't quite match the graphic displayed on the screen. The actual boundary extends passed the graphic boundary, creating frustrating invisible blocks between player and target - and sometimes it's a pretty big extension. It definitely doesn't help the case of dark, nearly monochromatic dungeons with high powered mobs. It really reduces my immersion when my performed actions aren't being registered because of the physical discrepancy - I fire a shot, I see it leave my weapon, I see it travel through the air and hit the mob, but no damage registers.....five times in a row; crap....invisible graphic barrier, gotta move aside a little....SPLAT...oops.
I don't know if this is a minor thing, or if this is a fundamental characteristic inherent to the engine used. Either way it's why, sadly, I prefer the big open areas of the wastelands rather than the many cool and interesting dungeons there are; I don't have to worry about the invisible blocking characteristic too much when trying to peek around corners, hide behind trees, pop out from behind boxes, etc.