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