Greetings, glorious adventurers! If you're joining in our Alpha One spot testing, please follow the steps here to see all the latest test info on our forums and Discord!

(PvP) Collision query?

NchDuNchDu Member
edited March 2021 in Support & FAQ

I`m just wondering if something has been said about a possible collision query? The only game I`ve played with collision query war Warhammer - Age of Reckoning which was a blast to play (especially PVP ^^) If my mind works correctly I remember a PVP only CQ (collision query) which led to great tactical manoeuvers and improved usage of CC (knockbacks on/off bridges or walls). As a tfutere tank i`m curious for such a feature to protect my allies in various scenarios. One downside of this implication was to kind of warning signal if enemies were in the near and you can't stand in your party member anymore. In PVE or non PVP situations, CQ was turned off (automatically).

In another game, I´ve just tested a little bit in early alpha (Crowfall) CQ were on all the time, which also resulted in players blocking other (friendly) players from entering houses and gates, while themselves were AFK. This wasn`t that great and could be one of the crucial arguments not to implement CQ at all.

What are your opinions on this topic and are there already any pieces of information about CQ in AoC?


  • daveywaveydaveywavey Member
    edited March 2021
    This is what we have so far:

    "There are player and spell collision mechanics in Ashes of Creation.[1]

    Inertia and momentum physics will help prevent blocking doorways/access points. This is based on a character's direction and movement speed, and can be used to push people out of the way.[2][1]
    This link may help you:
  • NoaaniNoaani Member, Intrepid Pack
    Steven played Archeage for several years.

    That game had full collision, and the blocking issues associated with it.

    After some random poster managed to keep a thread on their forums going for around 6 months, keeping the issue in the minds of anyone one the forums, eventually Trion convinced XLGames that it was an issue that needed to be fixed, and it mostly was.

    Since Steven was playing that game at that time, I have no doubt that he would have been aware of that specific issue at the time. Now that he is making his own game with full player collision, he will know that this is an issue that should be developed around from the start.

    As posted above, we will have the ability to move players out of the way of doorways and such. This is something that will be tested and tuned at some point in alpha or beta, in order to ensure it is fit for purpose.
  • Hiya friend! As shared above, you can check out more on our current design plans regarding collision here. As with many of our features, this will likely go through extensive testing and iterating as we work to gather your feedback during upcoming test phases.

    I'm going to go ahead and move this thread on over to our Support & FAQ section and close it out, but please don't hesitate to reach back out if there's any other questions we can help answer!
This discussion has been closed.