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.
(PvP) Collision query?
NchDu
Member
Heyho!
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?
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?
1
This discussion has been closed.
Comments
"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]"
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.
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!