

No High Fence job is too big and no terrain is too rough for Straight Shooter Game Fence.
Insurmountable waist high fence professional#
We guarantee a professional high fence installation on your property no matter the size. We work with property owners throughout the US to provide the best high fence installation, service, and fencing material sales at competitive prices. Not sure whether I should be complimenting their craftiness for exploiting "pay for convenience" or double-facepalming for the world's least effective fix for a known complaint.We are one of the nation’s oldest firms specializing in high-tensile game fence or high fence. And here's the thing - the devs realised it was a pain in the arse, and made a shortcut that could only be used via the members-only agility skill. This fence forced players to double back on a parallel route for about 30 seconds every damned time - just imagine the man-hours this bloody fence alone has wasted between one of the busiest routes travelled by n million players over a good chunk of a decade. An example of this - if I recall correctly (which I might not), in Runescape (looong time since I played that) there was a fence blocking the most direct main road between Lumbridge, the (quite large) starting town, and Varrock, the de facto capital city for most players, thus disrupting a major trade route (for both lore and player contexts). The kind that usually annoys me is the one that just impedes the player's "quality of life", if that's the correct term - having to go 6 feet around 5cm-tall ground obstacles, or having to backtrack large distances for no reason other than there's no break in a perfectly-scalable fence, especially if it makes no sense not to put a break there. And Pokemon generally gets away with stuff like the Snorlax because it's cutesy and sort of amusing. I have to say that while I'm calling out the practice here, I confess that I don't usually mind the "insurmountable waist-high fence" as an excuse for a quest, providing as it doesn't take the complete piss. I long ago reconciled to the "wait for a teammate to open the door", because that at least has the excuse of tactics ( eg waiting for the order to breach), but the unscalable gentle slope was also fairly common. In my story detailed above it takes but a few seconds to circumvent the obstacle, but other times it may involve an epic quest:Ĭlick to expand.Actually, I was playing Medal of Honour: No Subtitle the other day (so I caved to the recent EA Humble Bundle, what'cha gonna do?) and I noticed a load of these "insurmountable" obstacles. Think about the "Sleeping Snorlax" problem (well why don't I just climb over?). So this trope is, in essence, where a game dev utilises a lazy and/or BS method, mechanic or technical limitation to force the player onto a given path despite one or more easy, obvious solutions. WARNING! TVTropes link! Engage a "no new tabs" policy unless you have 2 days to spare! This phenomenon, and ones like it, are known sometimes as an "insurmountable waist-high fence", a detailed definition of which (with more examples) can be found here: The problem is, my immediate thought was "But you could fit through that huge gap right there! You wouldn't even need to turn sideways!", besides which I had mere seconds before been on a higher path and attempted to slide down what looked like a safe slope to the other side of this wreckage, only to be met with an invisible wall.

In the intro section where the player character is on foot, there comes a point where the (thus far utterly unlikeable) protagonist pipes up and says, and I paraphrase, "oh no, we need to find a way to pass this vehicle wreckage". I have a few issues with this game, but I'm only going to discuss the one here.

So I was playing Carrier Command the other day (not a great game, but only paid £5 for it).
