Why does Forge World have barriers?

There is such a huge and open world beyond the barriers of Forge World. If you only have 10 seconds to explore the vast unknown, why put in the barriers? It ruins the fun.

Before Reach even came out, I remember players already thinking of ways to launch on top of that huge tower atop the high hills. What a disappointment.

Me and my friends turned on invincibility and were trying to launch ourselves as far and high as possible but were sadly interrupted by those darn barriers! Why create such a beautiful landscape that we can’t even set foot upon (even just for a few seconds)?

Agree/Disagree? Discuss.

It would be nice to hear from bungie as to what their motivations were for creating those barriers. But I doubt we will ever hear from them on just about anything forge related.

I do agree but it’s not very detailed out there.

Barriers in Matchmaking = happyface
Barriers in Forge = sadface

Two reasons.

1. There is a global limit to how many objects we can place in Forge. Even if you have free budget, you will not be able to have more than a certain total number of objects on your map. This limit includes everything, even Soft Kill Boundaries. If Bungie hadn’t hardcoded their boundaries in, then we’d have to waste (more) objects to keep players in our maps. (I say “more” because Bungie’s hardcoded boundaries are really, really sloppy.)

2. The terrain outside of the map is low-detail and much of it isn’t even solid. The water has broken physics (it quadruples grenade explosions) and even the semi-solid terrain has non-solid patches (i.e. the tower body being solid, but not the ribbing at the top). Skybox rendering also breaks pretty badly when you get pretty far outside the walls. And of course, there can be draw distance issues.

Basically, the boundaries are for Forgers and for the over-engineered glass cannon that Bungie calls a “graphics engine”.

If there was no barriers forge world would go on forever and ive been outside the map its not drawn properly the trees are 2d and if you land on it you go right through if bungie never put the barriers exploits would of happened. Then again i wanted a sky map near that thing which shoots a laser like valhalla its so cool. :slight_smile:

> Two reasons.
>
> 1. There is a global limit to how many objects we can place in Forge. Even if you have free budget, you will not be able to have more than a certain total number of objects on your map. This limit includes everything, even Soft Kill Boundaries. If Bungie hadn’t hardcoded their boundaries in, then we’d have to waste (more) objects to keep players in our maps. (I say “more” because Bungie’s hardcoded boundaries are really, really sloppy.)
>
> 2. The terrain outside of the map is low-detail and much of it isn’t even solid. The water has broken physics (it quadruples grenade explosions) and even the semi-solid terrain has non-solid patches (i.e. the tower body being solid, but not the ribbing at the top). Skybox rendering also breaks pretty badly when you get pretty far outside the walls. And of course, there can be draw distance issues.
>
> Basically, the boundaries are for Forgers and for the over-engineered glass cannon that Bungie calls a “graphics engine”.

My god they need to clear up the visible coding on this forum. It makes quotes so hard to read.

Anywho, as for number 1, I don’t see how that works at all. None of those hard kill zones are adequate substitutes for placing your own barriers, which people then do all the time. Also, not everything suffers from a lack of detail. What about that extra room in Tempest? or under the waterfall area on Forge World?

> Two reasons.
>
> 1. There is a global limit to how many objects we can place in Forge. Even if you have free budget, you will not be able to have more than a certain total number of objects on your map. This limit includes everything, even Soft Kill Boundaries. If Bungie hadn’t hardcoded their boundaries in, then we’d have to waste (more) objects to keep players in our maps. (I say “more” because Bungie’s hardcoded boundaries are really, really sloppy.)
>
> 2. The terrain outside of the map is low-detail and much of it isn’t even solid. The water has broken physics (it quadruples grenade explosions) and even the semi-solid terrain has non-solid patches (i.e. the tower body being solid, but not the ribbing at the top). Skybox rendering also breaks pretty badly when you get pretty far outside the walls. And of course, there can be draw distance issues.
>
> Basically, the boundaries are for Forgers and for the over-engineered glass cannon that Bungie calls a “graphics engine”.

Well, number 2 is all the reason one needs, really.

Number 1 has a simple solution - you limit the pieces you can put on the map (as they have done) and you REQUIRE at least one safe boundary to load up the game to play it.

Well then maybe 343 should add a terrain editor so we can go past the barriers and fix the bad terrain out there. Bungie said Forge World would be massive but it is so small you can go through all of it in less then five minutes.

> Well then maybe 343 should add a terrain editor so we can go past the barriers and fix the bad terrain out there. Bungie said Forge World would be massive but it is so small you can go through all of it in less then five minutes.

When FW became available, it made SandTrap and Valhalla look tiny. FW is massive and the separation of the canyon from the island/bay makes it nice to trek from one to the other and give the feel of entering another world, even in one map. If you feel that FW is not massive, then you are really hungry for something of a magnitude larger, which I am all for myself. But I would not hold my breath for anything bigger. Each canvas supplied by Bungie are designed for map building, not RPG traveling, and it sounds like you want a near endless canvas that one might find on an RPG game, like Fallout Vegas.

> > Well then maybe 343 should add a terrain editor so we can go past the barriers and fix the bad terrain out there. Bungie said Forge World would be massive but it is so small you can go through all of it in less then five minutes.
>
> When FW became available, it made SandTrap and Valhalla look tiny. FW is massive and the separation of the canyon from the island/bay makes it nice to trek from one to the other and give the feel of entering another world, even in one map. If you feel that FW is not massive, then you are really hungry for something of a magnitude larger, which I am all for myself. But I would not hold my breath for anything bigger. Each canvas supplied by Bungie are designed for map building, not RPG traveling, and it sounds like you want a near endless canvas that one might find on an RPG game, like Fallout Vegas.

Ya, if anything i think FW is to big! Think about it. If forge world was alot smaller, we would be able to place alot more blocks. More blocks = Bigger/better/more detailed maps. They also need to lower the quality of the blocks. The glass in the blocks looks really crappy when you overlap, and glass causes ALOT of lag. I just dont think its necessary at all.

haha im more worried about how the rocks dont know how to look natural…you could put i next to a shiny rock and it would turn pitch black…and the shading is NEVER right.

> Well then maybe 343 should add a terrain editor so we can go past the barriers and fix the bad terrain out there. Bungie said Forge World would be massive but it is so small you can go through all of it in less then five minutes.

How about they actually make a Map Creator instead of that crap called Forge?