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collision detection

z80paranoiaz80paranoia Member Posts: 410

Please have collision detection for players and mobs and buildings and fences all the time always.

I hate how in WoW the people just walk through each other like ghosts....(tho i forgive them)
I really hate how players cannot walk through walls floors and fences but the mobs can.
I hate with a burning passion how mobs can walk through players.....which eliminates a really cool tactical option of bodily blocking mobs from attacking priests and mages by standing between the mob and said cloth player. (unforgiveable)

Your collision detection doesn't need geometric accuracy....just have it there enough that the mobs have to actually walk around or knock down a player to get past it.

Guild Wars 2 is my religion

Comments

  • HJ-CirakinHJ-Cirakin Hero's Journey DeveloperMember Posts: 13



    Originally posted by z80paranoia

    Please have collision detection for players and mobs and buildings and fences all the time always.
    I hate how in WoW the people just walk through each other like ghosts....(tho i forgive them)
    I really hate how players cannot walk through walls floors and fences but the mobs can.
    I hate with a burning passion how mobs can walk through players.....which eliminates a really cool tactical option of bodily blocking mobs from attacking priests and mages by standing between the mob and said cloth player. (unforgiveable)
    Your collision detection doesn't need geometric accuracy....just have it there enough that the mobs have to actually walk around or knock down a player to get past it.



        The reason most games allow players to clip through each other is to prevent the hassle of having to dodge people in crowded towns.  Using WoW for example, it would be possible for a Tauren to block the entrance/exit to a building by taking up the entire doorway.  While it does take some of the immersion out of being able to ghost through other players, the annoyance and possible grieving that would ensure just don't make it worth it.

       Regarding creatures being able to clip through objects, and climb up hills that a player can't ... that is an A.I problem, I would think.  Developers probably don't see the need to include advanced pathfinding into creature A.I when they can just have them run a straight line towards you.  I agree, that is frustrating.

                            Just my thoughts,

                                        Cirakin

  • KaneKane Member Posts: 780

    I would think that, while, yes, large characters can grief people by standing in doorways, I would think that this would open up some RPing possibilities. Guy wont get out of the doorway? Beat him till he does.

  • z80paranoiaz80paranoia Member Posts: 410

    You both make good points.
    I can understand having collision detection off when not in combat.
    Mobs being able to walk through a member of a party in combat to get to the party member it is after is a deprivation of a valid real-world battle tactic and hurts immersion and doesn't allow tanks to be real tanks.
    What good is a tank if a mob can just waltz through it to get to the healer on a whim?
    I hope Heroes Journey devs understand this and won't let their mobs walk through walls and walk through tanks in combat.

    Just make it so that collision for character models is on temporarily and only for those in the group and for enemies of members of that group for the duration of combat.
    For example...say you have a 2 man party of a warrior and wizard,
    Whenever a mob is aggroed by either of the two in the party collision will stop the mobs from walking through either party member and the party members can't walk through any mobs they have aggroed (but for gameplays sake can still perhaps pass through each other). once the battle is won or lost they all get back to walking through each other again.
    This should also apply to pet/minion users too, aggroed mobs and enemy players should have to walk around knock down or push pets/minions to get past them in combat.

    As for PvP griefing via doorway blocking....? Just make it so blocking can only be done to someone you are in combat with and any players the combatants happen to be grouped with and any mobs they happen to aggro. The rest of the population can pass through as if they weren't there though. There would still be some griefing but it would minimize it.

    Guild Wars 2 is my religion

  • TatsitTatsit Member Posts: 194

     

     

    Thats why a full open PVP server would be so handy,  got someone blocking the door? beat him down till he moves or dies :P

    Personally I dislike how in WoW that when you are fighting a rogue and your about 15 feet away from them and they can still hit you and put you in a stun lock - when by all means he shouldnt even have come close to hitting you.

     

     

    Tatsit
    Tantus Games
    COO/Game Director

  • z80paranoiaz80paranoia Member Posts: 410


    Originally posted by Tatsit
     
     
    Thats why a full open PVP server would be so handy,  got someone blocking the door? beat him down till he moves or dies :P
    Personally I dislike how in WoW that when you are fighting a rogue and your about 15 feet away from them and they can still hit you and put you in a stun lock - when by all means he shouldnt even have come close to hitting you.
     
     

    yeah that does suck

    Guild Wars 2 is my religion

  • SIMU-SKIPPYSIMU-SKIPPY Simutronics DevMember Posts: 28



    Originally posted by HJ-Cirakin



    Originally posted by z80paranoia

    Please have collision detection for players and mobs and buildings and fences all the time always.
    I hate how in WoW the people just walk through each other like ghosts....(tho i forgive them)
    I really hate how players cannot walk through walls floors and fences but the mobs can.
    I hate with a burning passion how mobs can walk through players.....which eliminates a really cool tactical option of bodily blocking mobs from attacking priests and mages by standing between the mob and said cloth player. (unforgiveable)
    Your collision detection doesn't need geometric accuracy....just have it there enough that the mobs have to actually walk around or knock down a player to get past it.


        The reason most games allow players to clip through each other is to prevent the hassle of having to dodge people in crowded towns.  



    That, AND the impact constant calculations has on client performance. 

    Creature collision isn't as bad since it's more server-driven (the A.I. figures out where not to walk instead of the client having to interperet user input), but for most games, the benefit gained in writing the code wouldn't be worth the time invested.

    We'd all love unzoned, full-physics worlds full of uniquely envisoned areas with unlimited folks running around who all look unique, but the feats required to do this technically, for man and machine, are a little past the risk vs. reward line.

    It's just a fact of life that you have make sacrifices when it comes to building the world and make it as cool and fun as you can.  Hopefully, you end up sacrificing the things that don't have as much impact as the things you embraced. :)

    Skippy

  • z80paranoiaz80paranoia Member Posts: 410

    well if the limitations are based on technology thats understandable. tho i must say i actually like zones and instances.

    Guild Wars 2 is my religion

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