Enigmatic Sage wrote: » @Azherae I believe projectile collision is still relatively planned and if it's something they want to expand further on down the road these special encounters could even have more dimensional elements to them such as increased armoured areas and depending on the design of the mob/encounter, perhaps even block some things at certain angles to reduce certain archetype stacking. Player collision is still planned so it's not like you'll have 10 melee stacking together on the boss either especially with acrobatic ability animations involved to some degree. Players will probably need to consider positioning regardless. Dungeons could have multiple groups competing or working together before we even know about max player counts per dungeon as an example. Either way, depending on how complex they want to go with it, it is something to potentially consider and theory craft about with difficulty scaling involved too.
Enigmatic Sage wrote: » @Depraved There is more context you're potentially over looking such as dungeons variables ranging from open world with variables to instanced.https://ashesofcreation.wiki/Dungeons Could also add a unique experience for node sieges as dragons and whatnot could be involved as well.
Azherae wrote: » Enigmatic Sage wrote: » @Azherae I believe projectile collision is still relatively planned and if it's something they want to expand further on down the road these special encounters could even have more dimensional elements to them such as increased armoured areas and depending on the design of the mob/encounter, perhaps even block some things at certain angles to reduce certain archetype stacking. Player collision is still planned so it's not like you'll have 10 melee stacking together on the boss either especially with acrobatic ability animations involved to some degree. Players will probably need to consider positioning regardless. Dungeons could have multiple groups competing or working together before we even know about max player counts per dungeon as an example. Either way, depending on how complex they want to go with it, it is something to potentially consider and theory craft about with difficulty scaling involved too. Yes, but these things are all part of older MMOs already in specific ways, since you can simulate collision using the basics of angles. Basically, I'm talking about what happened in games that already implemented this. I am sure that Ashes can find a way to go beyond the maximum strictness of positional strikes in games like the ones I've played, but unless their base design works with it, players seem to work around this easily enough that it doesn't matter. But, I'm definitely biased by my huge ego overall. When someone says 'more interesting' I'm comparing to stuff I enjoy which is already really complicated. I think Dark Ixion's horn has separate potential odds of breaking based on what weapon the person attacking from directly in front of it is using, but it's entirely possible that even to this day, no one is entirely sure how it works (or at least if they know, they didn't bother to share back when this boss was relevant enough). That link doesn't really explain how complex actually fighting that mob is, relative to the sort of stuff mentioned in this thread (it does only have one body part that can be broken though), but that's just the 'expectation' for FFXI bosses. There's no point in trying to give a very detailed explanation to anyone other than your guild, because different groups don't fight the boss the same way. So things like wiki just 'list off what it does and leave it to the group to figure out how they plan to approach it the first time'. I mention this because if we want to discuss 'angular damage', 'boss responses', and 'break chances', I'd be basing it on this one (it's the simplest one, so I figure that's best) but others would still need a lot of background to know why I say the things I said.