Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Player Collision [Blocking & Passing]
perseus01
Member
Rather than "sticking" or "blocking" to the other player I think they should provide an animation and a slow-pass de-buff. Assassins Creed has this mechanic and I know Steven and everybody at IS has thought of it by now.
I want my character to be able to pass by the opposable player and not hit it like a block.
If IS could implement a mechanic like this, I think it would be on par to revolutionary game-play as well, not including all the other mechanics.
This type of game-play would be advantageous to assassins and rogues for moving behind enemy lines as they could be unseen. I would still wonder as well of what type advantages they would have with just "block-collision" or if they would be blocked at all once cloaked.
I want my character to be able to pass by the opposable player and not hit it like a block.
If IS could implement a mechanic like this, I think it would be on par to revolutionary game-play as well, not including all the other mechanics.
This type of game-play would be advantageous to assassins and rogues for moving behind enemy lines as they could be unseen. I would still wonder as well of what type advantages they would have with just "block-collision" or if they would be blocked at all once cloaked.
0
Comments
I would think being blocked all the time 'cause collision would be more tiresome, though.
Other MMOs have done collision and it works out really well. It's not a new idea that Intrepid is just doing for the first time.
I know and it has always been an idea of mine to have collision in an MMO. I mean that was just general knowledge for me in my head when I played an MMO since I can remember. I'd like to be "real" and beefy, so I can just generally kick your ass. But perhaps this is a phasing idea into the past and it needs to be iterated into the future in a new fashion.
Steven, may you hear my words and bless us with this inevitable collision idea. I can already see the group struggling man, come on. Give it to me!
I know this has been done, but shit my brain is loving this **** right now, lol. Give to US!...
You're absolutely correct. I would hate to be trapped inside a building because of this nonsense. It's a phasing idea into the past that needs to be addressed.
I would think multiplying half the radius of each Player and reducing the stat-base Speed would give a real-time collision effect.
So each player will still have half their real-time perimeter index as mass, so you would have to effectively go around half of their body mass.
That's cake-walk and satisfies half the mess.
Really? Neat. I was hoping they had something like this, so this makes it easier to accept for the ears now. Thanks Leiloni for the information.
Exactly what I was thinking.
If I remember right, WAR had collision, but only turned it on when your character was engaged in combat. This way characters were free to move through each other most of the time, but it would kick in when you needed a shieldwall to barricade a gate from invading forces.
I'd have to say the combat would be a little more fun in the emulator with collision because everybody would keep in there proper positions and warriors would have a better chance at mitigating small pushes and overall making the game more fun. However small choke points would prove devastating for the smaller force and especially if you suck.