maouw wrote: » Yeah taking cover from projectiles sounds fun It also opens up abilities to do with terrain, and that in turn could interact with those walls/barricades in sieges.
Neaux wrote: » The tab-targeted abilities will likely fly right through terrain like they do in most other MMOs but maybe we'll be pleasantly surprised!
Jayma wrote: » Wow spells are block by (absence of) los too, so what are theses TT games where spells fly through obstacles?
Neaux wrote: » Jayma wrote: » Wow spells are block by (absence of) los too, so what are theses TT games where spells fly through obstacles? I guess I need to clarify what I mean. Sure in an arena (in WoW for instance) you cannot cast on someone through a pillar, but if you get the spell off before they are obscured and then they step behind the pillar the particle effect from the spell will just travel right through the obstacle or through the ground to them. If I cast a fireball at someone and they jump behind a hill you'll see the fireball travel right through the terrain to hit them - and if a game could do a second check on those type of TT projectiles over their travel time and collide with things in that manner it would add to the realism.
Tinsletown wrote: » I'm all for taking cover, just didn't like how people would pillar hump a whole fight.
maouw wrote: » Tinsletown wrote: » I'm all for taking cover, just didn't like how people would pillar hump a whole fight. That's why it alters how combat works. When someone is hugging cover, your assassins or flankers have a sitting duck opportunity to strike.
akabear wrote: » I hope there are also rag doll physics.. never get tired of a body getting blown away and then blown a bit more while down!
Neaux wrote: » I guess I need to clarify what I mean. Sure in an arena (in WoW for instance) you cannot cast on someone through a pillar, but if you get the spell off before they are obscured and then they step behind the pillar the particle effect from the spell will just travel right through the obstacle or through the ground to them.
akabear wrote: » maouw wrote: » Tinsletown wrote: » I'm all for taking cover, just didn't like how people would pillar hump a whole fight. That's why it alters how combat works. When someone is hugging cover, your assassins or flankers have a sitting duck opportunity to strike. That`s is how I see where class imbalance of capabilities comes in. The in your face fighters supported by the ranged and then the assassins sneaking in and picking off where opportune. 1v1 difference classes make it harder to pvp when trying to fight utterly different game play styles, but once in small groups then a whole different game play style.
Dreoh wrote: » Neaux wrote: » Jayma wrote: » Wow spells are block by (absence of) los too, so what are theses TT games where spells fly through obstacles? I guess I need to clarify what I mean. Sure in an arena (in WoW for instance) you cannot cast on someone through a pillar, but if you get the spell off before they are obscured and then they step behind the pillar the particle effect from the spell will just travel right through the obstacle or through the ground to them. If I cast a fireball at someone and they jump behind a hill you'll see the fireball travel right through the terrain to hit them - and if a game could do a second check on those type of TT projectiles over their travel time and collide with things in that manner it would add to the realism. Yea, most modern MMO's can utilize modern technologies to calculate collisions and stuff even for tracking spells. WoW was created when it was too cost inefficient to constantly track that kind of thing on tracking spells so it only calculated if you had line of sight at the time of casting.