It will cause a performance hit since the game cannot use what is basically cached information on what is walkable, which mean the game has to keep dealing with those areas instead of ignoring them, you really want as much as possible to be ignored by the engine. It also will make the area file sizes larger as it's caching things the player won't actually be able to enter. If the NPC's are acting funny due to your terrain, well that means they are thinking a lot, which is in itself a major problem.
It also means you are using more expensive types of objects, when you could be using walkmesh cutters and LOS blockers, and environment objects. Remember the game thinks you might want to be able to destroy anything put in as Dynamic, so every AOE spell is going to iterate across it.
Always use the smallest object to achieve the given level of value to the player, the game is not robust enough to optimize performance and that falls on the area builder. It is quite easy to make a town which brings most computers to a screeching halt, and generally you want to have the load on the engine coming from lots of NPC's running around and not coming from the walkmesh.
Note that when player complain about the camera, or WASD, it's really issues created by the area maker which can be addressed. You should try to get out of the players way as much as possible so they are not thinking about the terrain, but instead are thinking about the story.
Modifié par painofdungeoneternal, 18 novembre 2011 - 09:56 .