Ravudha wrote: » They mentioned the idea is that you can move players using inertia, so it's not like players standing still create impassable walls. I don't see it being something to worry about. What I do worry about is a group of Tanks spamming a rotation of walls at entrances, unless the cool down is just too long.
Wandering Mist wrote: » This was actually something we brought up in yesterdays Ashes Pathfinders Podcast and Steven was watching it. He confirmed that there would be inertia and momentum physics in place to allow you to push players out of the way in crowded places. Having played Archeage he is very aware of potential abuse and said he will not allow blocking to be an issue in Ashes. Here is the twitch vod of the podcast. It was really cool to have both Steven and Margaret in the chat to respond to some of the things we talked about. Definitely worth checking out.
Nagash wrote: » Ravudha wrote: » They mentioned the idea is that you can move players using inertia, so it's not like players standing still create impassable walls. I don't see it being something to worry about. What I do worry about is a group of Tanks spamming a rotation of walls at entrances, unless the cool down is just too long. time to make a rugby team
Undead Canuck wrote: » Personally, I would prefer a system where you are stopped by collision, but if you kept trying to go forward, it would let you go through after a second or 2. That would prevent the issues of being blocked from something by another.
leonerdo wrote: » The only reason to have it is immersion, but most of the "immersive" interactions will just be frustrating.
Ventharien wrote: » leonerdo wrote: » The only reason to have it is immersion, but most of the "immersive" interactions will just be frustrating. But you don't think it will be immersive?
leonerdo wrote: » I think that player-to-player collision has a place in PvP. It makes a lot of tactics more interesting (choke points, flanking, phalanx pushes). But I just don't see the point of it in PvE or in cities. The only reason to have it is immersion, but most of the "immersive" interactions will just be frustrating. Not to mention the extra dev time required to fix problems, and the server cost of collision checking (not really a big cost, but again, the benefits aren't that big either).
Nagash wrote: » Undead Canuck wrote: » Personally, I would prefer a system where you are stopped by collision, but if you kept trying to go forward, it would let you go through after a second or 2. That would prevent the issues of being blocked from something by another. I still like the idea of doing this
George Black wrote: » Bdo has player collision and very populated cities. 0 problems. Many mmorpgs had player collision. 0 problems. Combat without collision feels light without impact, just a screen of UI and a scope
Leiloni wrote: » TERA did player collision as well and it worked really well. Glad to see it here - I think it adds a lot of good to a game.
Undead Canuck wrote: » Nagash wrote: » Undead Canuck wrote: » Personally, I would prefer a system where you are stopped by collision, but if you kept trying to go forward, it would let you go through after a second or 2. That would prevent the issues of being blocked from something by another. I still like the idea of doing this Okay, now we really have to start a Blood Bowl league!