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Solution for Doorway Blocking could also be an Immersive Combat Mechanic!


The team is probably already working on adding in some kind of soft player collision to avoid the trouble of doorway blocking from other players. I'm not sure of how they plan to implement it so I figured I would share my thoughts!

Umm... Why shouldn't the simple solution be good enough?
For starters, soft collision where characters kind of slide by eachother certainly works. The main downside of this implementation is generally less 'weighty-ness' in combat and it can feel like all you're doing are glancing blows whether or not monsters stagger when hit.

Okay so what's your plan to solve it?
My solution to this particular problem is to have players able to push eachother around, instead of sliding past. The way to refine this idea is to make how much a player 'can be pushed' dependent on the type of armor they are wearing. Heavy armor obviously being the hardest to shift around (Note: I considered doing it based on total weight, but players would run into cognitive dissonance when not being able to move a tiny cloth-wearing Nikua Bard out of the way).

You said something about combat mechanics...
Once you build these modifiers into the game, an amazing possibility opens up: allowing monsters, bosses, or even other player's abilities to shift their prey slightly in response to landing a huge attack. This should be limited to VERY heavy blows, so the player can still feel in control.

In closing...
If the team already has something like this in mind, that's great! Any idea similar to this one would greatly add immersion and weight to combat, as well as the most mundane things like moving through a crowded bar. The armor tier dependency creates an interesting amount of depth to both circumstances as well.

"A Pleasure as Always",
- Senaesul [Gray Sentinels]

Comments

  • BricktopBricktop Member, Alpha Two
    Yeah i thought you would be able to slowly "push" people out of the way by running into them for a few seconds if they tried blocking a door.
  • InixiaInixia Member
    edited September 2020
    You can always separate player vs player collision from player vs monster (or player vs combat flagged player) collision if you want enemies to have that sort of weight.
    That's not too different to how its done in a lot of D&D based games - the idea being that players will generally be open to you traversing the space (so collision can be soft or nonexistent) while monsters/enemies would block you thematically.
    Not sure how AoC is handling it but your idea of pushing people out of the way could help but in highly dense and small areas, like auction houses, it would still be a bit tedious to push through people when there's not a lot of space to push them
  • BricktopBricktop Member, Alpha Two
    edited September 2020
    Inixia wrote: »
    You can always separate player vs player collision from player vs monster (or player vs combat flagged player) collision if you want enemies to have that sort of weight.
    That's not too different to how its done in a lot of D&D based games - the idea being that players will generally be open to you traversing the space (so collision can be soft or nonexistent) while monsters/enemies would block you thematically.
    Not sure how AoC is handling it but your idea of pushing people out of the way could help but in highly dense and small areas, like auction houses, it would still be a bit tedious to push through people when there's not a lot of space to push them

    Collision is an important tool to cut down on player zerging and make it less effective, you can't just cut it out.

    You can have a "pushing" mechanic from physics that slowly slides them out of the way if you run into them and that will work for griefers just fine.
  • Inixia wrote: »
    You can always separate player vs player collision from player vs monster (or player vs combat flagged player) collision if you want enemies to have that sort of weight.
    That's not too different to how its done in a lot of D&D based games - the idea being that players will generally be open to you traversing the space (so collision can be soft or nonexistent) while monsters/enemies would block you thematically.
    Not sure how AoC is handling it but your idea of pushing people out of the way could help but in highly dense and small areas, like auction houses, it would still be a bit tedious to push through people when there's not a lot of space to push them

    That last thing you said is a pretty good point. I'm curious if it would create an annoyance that's really noticeable, or if it would be immersive. Since the world is technically full PvP in an open world, any of the player-to-player stuff will probably need to be the same everywhere for consistancy sake right?
  • AtamaAtama Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Bricktop wrote: »
    Inixia wrote: »
    You can always separate player vs player collision from player vs monster (or player vs combat flagged player) collision if you want enemies to have that sort of weight.
    That's not too different to how its done in a lot of D&D based games - the idea being that players will generally be open to you traversing the space (so collision can be soft or nonexistent) while monsters/enemies would block you thematically.
    Not sure how AoC is handling it but your idea of pushing people out of the way could help but in highly dense and small areas, like auction houses, it would still be a bit tedious to push through people when there's not a lot of space to push them

    Collision is an important tool to cut down on player zerging and make it less effective, you can't just cut it out.

    You can have a "pushing" mechanic from physics that slowly slides them out of the way if you run into them and that will work for griefers just fine.
    It’ll work great for the griefer that pushes your AFK butt off a cliff without suffering any corruption.
     
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  • BricktopBricktop Member, Alpha Two
    Atama wrote: »
    Bricktop wrote: »
    Inixia wrote: »
    You can always separate player vs player collision from player vs monster (or player vs combat flagged player) collision if you want enemies to have that sort of weight.
    That's not too different to how its done in a lot of D&D based games - the idea being that players will generally be open to you traversing the space (so collision can be soft or nonexistent) while monsters/enemies would block you thematically.
    Not sure how AoC is handling it but your idea of pushing people out of the way could help but in highly dense and small areas, like auction houses, it would still be a bit tedious to push through people when there's not a lot of space to push them

    Collision is an important tool to cut down on player zerging and make it less effective, you can't just cut it out.

    You can have a "pushing" mechanic from physics that slowly slides them out of the way if you run into them and that will work for griefers just fine.
    It’ll work great for the griefer that pushes your AFK butt off a cliff without suffering any corruption.

    Sounds like your fault for going AFK near a cliff.
  • Bricktop wrote: »
    Sounds like your fault for going AFK near a cliff.

    It at least for going afk long enough for somebody to be able to push to said cliff.

    The "push" idea should totally be a thing.
  • Atama wrote: »
    Bricktop wrote: »
    Inixia wrote: »
    You can always separate player vs player collision from player vs monster (or player vs combat flagged player) collision if you want enemies to have that sort of weight.
    That's not too different to how its done in a lot of D&D based games - the idea being that players will generally be open to you traversing the space (so collision can be soft or nonexistent) while monsters/enemies would block you thematically.
    Not sure how AoC is handling it but your idea of pushing people out of the way could help but in highly dense and small areas, like auction houses, it would still be a bit tedious to push through people when there's not a lot of space to push them

    Collision is an important tool to cut down on player zerging and make it less effective, you can't just cut it out.

    You can have a "pushing" mechanic from physics that slowly slides them out of the way if you run into them and that will work for griefers just fine.
    It’ll work great for the griefer that pushes your AFK butt off a cliff without suffering any corruption.

    If you're AFK for that long in an open-PVP game, you're asking to get killed or "griefed".

    Anyway, you could push players in ArcheAge and to move them further than 5m would take about 20 minutes. Even then, it was a rare occurrence. Mostly bottom feeders trying to stat pad without success.
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