Glorious Alpha Two Testers!
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.
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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.
The Importance of Player Collision
ArchivedUser
Guest
Hey guys I was watching the recent live streamed Intrepid did and noticed in the the game play footage they had player collision. This was pretty exciting to me because most MMOs I've played dont have player collision. Now there is plenty of reason to not have it, mainly cause it opens up trolls to abuse it; for example body blocking doorways, npcs, and pretty much anything they can. This I'm sure will piss a lot of people off but I wanted to express the utter coolness it will have on the side of combat and tactics in both PvP and PvE. In games with no player collision big PvP battles will usually evolve into 2 large opposing zergs that are closely packed and focus entirely on ranging down any fool to come into their collective range. This can become repetitive and leaves melee players often times left out or dead. With player collision though it opens up rolls for melee on battlefield as a screening force or even to hold enemies in a death funnel like a breach in a castles walls. How cool would that be? Even a small disciplined group could change the result of a battle with tactics enabled with player collision. There are many more examples I'm sure we could all think of and that's the beauty of it. Player collision adds another level to gameplay that just is not there without it. As for PvE im not the best but even then i imagine it would create a need for raid leaders and members to adapt differently to boss mechanics, instead of just running out of the "fire circle" you're running out of the fire circle in a disciplined manner as to not block someone else inside.
anyway rant over.
I'd love to hear what you guys think of this design feature because I don't think I've seen it mentioned before. If anyone else is as excited as I am for the PvP tactics potential be sure to let me know.
Heres the link to the stream footage of the player collision (13:40)
anyway rant over.
I'd love to hear what you guys think of this design feature because I don't think I've seen it mentioned before. If anyone else is as excited as I am for the PvP tactics potential be sure to let me know.
Heres the link to the stream footage of the player collision (13:40)
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Comments
TL:DR Hard collision confirmed. Soft collision speculation.
we still need to see more Action Combat. So far, only the Mage & Ranger has some sort of Action Combat. And I'm still hoping for at least 30+ Abilities as opposed to having 10-15 abilities.
Lots of other things we need to see first before we get to that
As I've mentioned in other threads on these forums, collision caused that game probably it's biggest issue, with people blocking the way for people to complete trade routes.
There were minor issues with players blocking NPC's and the like, but they are actually minor compared to players blocking actual gameplay.
However, after a 1100+ post thread, with almost 150k views, Trion eventually simply said that any use of collision to block another player outside of combat will result in the player being despawned, any vehicles used will be destroyed (they are able to be repaired again), and continued abuse will result in 'unspecified' additional action.
All issues stopped over night - without a single actual change to the game taking place (even though some changes came later on).
Point is, as long as Intrepid clearly define what they are and are not ok with, and are willing to step in when people go beyond what they say is ok, a full collision system won't result in any major issues.
Hold the door!
Combat simply isnt combat without CD.
Plus allowing multiple players to stack within each other makes an absolute mockery of radius of effect, whose sole purpose is to ensure only X amount of people can fit in that space and act as an automatic AoE cap. Exploited to maximum effect by the zerg ball.
/the division flashbacks
No, it's not needed for PvP...
It doesn't really matter, with it and without it, PvP both works.
On the other hand, if there will be, it is 100% that it will be exploited.
Some will, but not all of them. I just dont want to see these catastrophic battles where some players will ruin others gaming experience because weird and stupid solutions. I remember how this happened almost daily in WoW and there was not collision at use. So that "always" is a bit little too much imo.
That spell collision sounds interesting though unless players at same side can block your spells too.
- having player collision will open new pathways/ options for combat. If Magical-Beam Struggles are (possibly) planned to be a thing ... that means that HitBoxes & Avatar Physics will be neat to experiment with - adding a " pinch " of hardcore/ technical-side of combat
Meaning .... Ability HitBoxes, Character HitBoxes and Avatar Physics will be neat to see in playYeah emergent behaviour offers far more fun
I always wanted to change the world not the laws of physics anyway
To their detrindet physics is dependant on the shape of primitives used... Ironically the almost least useful term hit box is almost valid for the games people cubes is problematic in.
Not an easy shape to move your averrga box, it's always hard to make it behave like as well as a convex hull would.
Difference between trying to get past a cat in a refridgerator or your gran ona spacehopper
the only thing i can think of is how hitboxes & physics will be on the client-side of things.