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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Player and npc-collision.
So player(character) and npc-collision is it somethingd that should be in the game?
It will make quite a difference to how you play the game, can you run right through other players, npc:s and monsters that you encounter in the world or do they take up physical space in the world and you have to go around them. You would have to think about placement and use tacticts that dont come into play if there is no collision and you would be able to run right through them.
Now pvp would be very different with or without collision.
Just think about it, with collision you would actually be able to defend a chokepoint in the terrain or in a building with just a few players...
Large scale pvp would also involve different tactics depending on if there is collision or not.
So would you like to see player and npc-collision in the game or just one of the two and if only one which one and why?
It will make quite a difference to how you play the game, can you run right through other players, npc:s and monsters that you encounter in the world or do they take up physical space in the world and you have to go around them. You would have to think about placement and use tacticts that dont come into play if there is no collision and you would be able to run right through them.
Now pvp would be very different with or without collision.
Just think about it, with collision you would actually be able to defend a chokepoint in the terrain or in a building with just a few players...
Large scale pvp would also involve different tactics depending on if there is collision or not.
So would you like to see player and npc-collision in the game or just one of the two and if only one which one and why?
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Comments
BTW it's hard to think how a single man would block the way to a 4m dragon.
At the same time, collision can be a nuisance in towns when you just want to get from A -> B. I like the approach Black Desert Online had where walking through players / NPC's would do a little bump effect.
I prefer hard collision outside the city walls and soft collision within cities and parties. Basically hard collision vs enemies and soft with friendlies. Soft collision means you can't stand inside someones collision box BUT after a couple secs of exertion, you can push past them (eliminating the possibility of someone blocking a doorway, etc)
https://www.youtube.com/watch?v=fCEMrTWL8gk
I really hope they make it depending on if both players are currently in combat.
An easy way around that is that the NPC becomes phased and can walk through everything until it reaches the trigger point, or a more complex routing system that requires the entire zone to be mapped and for a separate piece of code to figure out the best route when encountering an obstacle.
Also, would collision effect your ability to enter doorways and instances?
Quest/Lore/Important NPCs can be picked out in a massive crowd by highlighting their character border in-game and making them clickable even through other players, which I think is important for busy zones where a lot of stress can come from just trying to find/click a quest-giver, for example.