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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.
[Combat] Shield Mechanics and player physicality.
ArchivedUser
Guest
Hello there,
Thank you for taking the time to read this, I am looking to get the opinion of players as to what the role of Shields and tanks will be, and their physicality, in that, will the players be able to run through each other, or will there be meshes that stop people running through each other - and with that I see the role of Tanks / Shields to be to block doorways / gates from other players running through without a challenge, so that in the grand battles that tactics can be employed that include blocking doorways during sieges, or that Tanks can protect mages/healers / Siege equipment.
Thank you for taking the time to read this, I am looking to get the opinion of players as to what the role of Shields and tanks will be, and their physicality, in that, will the players be able to run through each other, or will there be meshes that stop people running through each other - and with that I see the role of Tanks / Shields to be to block doorways / gates from other players running through without a challenge, so that in the grand battles that tactics can be employed that include blocking doorways during sieges, or that Tanks can protect mages/healers / Siege equipment.
0
Comments
As to players blocking doorways, could make it so they only become physical during all forms of PvP (Both flagged as combatants) and PvE then they can be killed.
This is very interesting topic ... devs said before that it will be mix of tab target + body collisions + other type of skill targeting ... I love it !!!
I'm old time player of many mmo and I would like to point out Warhammer Online ... it was something that can be explained similar and it worked great (I don't know if it will be the same but from what devs said I assume some parts are going to be similar)
In Warhammer Online it was:
- tab target to use some single target skills and it was usefully
- some skills were AoE and you had to click the area you want to target (ex. point click circle of effect)
- some skills were like that you point direction and use them and if you hit than you hit ... full body and terrain collision apply to them
- and ofc there were body collision so shield wall during defending was 100% viable and working strategy
System worked great and I hope here will be something similar
But if you look at mage combat movie you will see almost all of points I mentioned :P
I hope I helped:D
MooZG
There is also the griefing issue where some people just want to disrupt other players.
All that aside, combat without collision just feels empty and unnatural to me.
It is better to work out the issues and find solutions then abandon collision IMO.
Especially if the concept of immersion has any relevance.
Enemies for one are expected to grief the enemy. Friendlies are not.
I suggested formation in another thread long ago.
It could be a way to enable collision skills vs enemies, but not apply collision skills to friendlies.
I still fundamentally believe the loss of collision is too much of a negative to sacrifice though.
Not saying that carbon the IB (for example) is the right way but they made a lot right with that tank class in WAR.
I'd love to clothesline a runner and watch them backflip :D
We see this in historic combat where they'd pull people into the shield wall to be taken out, to then continue pushing the wall.
I don't know a thing about game design, hence the question marks.
I would love to see shields being used as a siege block, but realistically if you were holding a shield, would you be able to hold over 3+ people running a door way? Probably not :D
Same could go for like a range class, that could hold something also like a dagger, that whenever something get close, you can clip for additionnal damage and like walk away.