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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Ashes Talk: Player Collision
Simurgh
Member, Phoenix Initiative, Avatar of the Phoenix, Kickstarter, Alpha Two, Early Alpha Two
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Ashes Pathfinders Podcast
Ashes Talk: Player Collision
Our next Ashes Talk is live titled "Player Collision". Do you think collision should be a thing in Ashes of Creation? We are always open for discussions down in the comments. As always if you like the video drop a like and maybe think about subscribing. Support is always appreciated.
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It's also probably un-needed for PvE encounters. Especially if area-heals are going to be a thing.
Even the little bit we experience so far is not bad. People just need to get used to not stacking up and planning their movement routes more efficiently.
Thanks for sharing!
I appreciate the thoughts and feedback on your perspective!
And I think hybrid combat is good, but I am assuming the differences between tab targeting mode and action combat mode are like GW2 action camera mode and normal mode, it just a different way to control your character and camera and how you take a target, it's not which mode is better than the other, it has to be just a choice, in my opinion if both modes are reach their final form and objectively one mode is better than the other why we need the worse one?
https://youtube.com/watch?v=hESdaHsodZw
Also, it causes a large number of problems during testing. For example, when Steven asked us to line up for a photo and none of us could move - meanwhile Steven is yelling at us because we can't move to get into lines.
When it comes to raid mechanics, it's even worse. For example while fighting Jermaine, Torment of Illwind, the narrow passageways and large number of adds made it difficult for our party to maneuver around the ruins while fighting him (and his killer dash & homing missile attacks) - and pulling him outside could cause him to leash back to the middle.
Keep it for PvP, kill it for unflagged people.
I understand why player collision is in the game but hopefully it can be tweaked and possibly eliminated when within friendly towns or freeholds.
A great memorable day early in the game!
It definitely takes getting use to for me as well. It isn't something I am generally use to!
I still wish I had experienced this game when it launched. It sounds like in that era it was a lot of fun. I hear lots of nostalgia from those who played.
I have definitely heard this reflected by others as well!
Thanks for sharing! I definitely like to reflect on community feedback a lot and this is very useful!
It may raise the skill floor for team play, but it provides an opportunity for mobility skills to be valuable. Mobility skills may cause lots of opportunities for glitches, but that's what testing is for. If it causes too many problems, then removing it is currently still an option.
Regardless of the final outcome, I have confidence that the player community will adapt and these adaptations will be a part of the larger Ashes of Creation player culture.
I can see how this would be problematic, but your proposed solution needs some changing.
Instead, within cities and the like, go for an "Assassin's Creed" style where you just move through the crowd. Don't disable it in the open world/dungeons/raids. It creates an extra layer of complexity. Fighting through a chokepoint in terms of PvE as you described, should feel like a slow progress type thing, if there are adds.Fight for every meter of progress, have your tanks in front as though you're in an army of Romans. It just requires adaptation.
But yes, if I afk for a moment and people stand in a circle around me within the city, just make it the same as what happens during a festival and you're trying to get to the beer stand.
I also want player collision to be part of the experience. I'm not a game dev, so I don't know how difficult this idea is to implement.... Maybe make the collision mechanic more and less significant based on the units relationship to each other:
1) Party and Guild members slide past each other easily; they are trying to work together and are more likely to be accommodating.
2) unrelated units are a medium sized obstacle; you stop running if you hit them, but otherwise you can _walk_ through a crowd of them without too much hinderance. If everyone is pushing in the same direction in a heavily congested area and the gap narrows then there would still be an effect that would slow down the crowd "flow rate".
3) anything flagged against you (*) is a wide obstacle; you stop running if you hit them. You can push through a gap between two such targets at a snails pace if they aren't actively pushing back. Knockback and Knockback mitigation abilities would rock in these situations!
(*) but not if you are flagged (only) against them - A green (non-combatant) isn't going to try and stop a purple or red pushing past.
4) Some abilities may increase your movement blocking radius (vs. enemies) or make you more difficult to push away, making it easier for you to hold a doorway.
5) What happens when 10,000 players decide to (try to) enter the same enclosed space? Funneling effects from scenery may cause problems? Need to consider what to do if you end up "stuck" either in a crowd of players or pushed into scenery. In extreme circumstances, should it be possible for a player be crushed to death without actually being attacked? If so, should they get an exp debt or drop anything?
I don't agree with letting unflagged players run around without collision. If someone wants to be a jerk to greens by flagging to attack them then just being an annoying obstacle without attacking (i.e. avoiding corruption but still being a jerk), then let them, players will talk to each other and the servers will police themselves.
member of Gray Sentinels
I agree to some extent but I think there is a simply fix for that, first off most of those collisions are still in the process of development, all npc's are not placed with collisions in mind as of yet, also a shoving/pushing animation would resolve this, it would interact with the object in a manner that would slightly shove it aside allowing you to pass through. Still I see your point and I agree, but I want the npc's and player's to have exist in a physical plain and to not feel like statues.
100% agree with the assassins creed animations being implemented, it would resolve most issues that collision may cause.