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You can run straight through everythingFollow

#1 Mar 03 2011 at 5:40 PM Rating: Excellent
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So you can run through everything now, NPC's, other player's even mob's. Not sure I like this I used to always move out of the way for someone running towards me but now they just run straight through ; ;
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#2 Mar 03 2011 at 5:46 PM Rating: Decent
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i can live with the old way, but i honestly lean toward being able to run through everything, just because grouping situations... large amounts of people in town... idk its just annoying having to constantly stop and go, you cant alway move out of peoples way and vise versa. i guess crowds are when its really annoying.
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#3 Mar 03 2011 at 6:23 PM Rating: Decent
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Were many people specifically asking for this feature? I never saw anyone complaining about it, but I saw a lot of people speaking about the lack of immersion. Being able to run through everyone as if they were ghosts kind of takes away from the immersion in my opinion, but it seems like I'm in the minority.
#4 Mar 03 2011 at 6:24 PM Rating: Good
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Chikama wrote:
Were many people specifically asking for this feature? I never saw anyone complaining about it, but I saw a lot of people speaking about the lack of immersion. Being able to run through everyone as if they were ghosts kind of takes away from the immersion in my opinion, but it seems like I'm in the minority.


I think the JP community was complaining about it.
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#5 Mar 03 2011 at 7:57 PM Rating: Good
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It's irritating when you're trying to run away from a monster to trip over every wharf rat. It's hard to get through congested areas of a city without lagging constantly as you bump things - but then again when it's not killing you or your system, it is nice for immersion.

I go either way on the issue. I'll learn to live without it. I'll still probably walk around things as force of habit.
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#6 Mar 03 2011 at 9:13 PM Rating: Excellent
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collision effects may be more realistic, but they make for crappy gameplay experience.
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#7 Mar 03 2011 at 9:21 PM Rating: Good
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KujaKoF wrote:
collision effects may be more realistic, but they make for crappy gameplay experience.


This makes me miss the days when we use to SCREAM at developers for having ****** detection in their game lol. Times really do change, makes me feel old. Smiley: glare

It can block you, but generally it's put into place for other reasons (like so we don't go ragdolling off into oblivion like a certain other game..)

He mentioned doing something in regards to two types of detection, we got the first one, so the next one would be Environmental.
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#8 Mar 03 2011 at 9:23 PM Rating: Decent
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It's one of those darned if you do, darned if you don't scenarios. Like others have said, on one had it removes immersion, but on the other collision can the difference between life or death. You don't see people saying, "Cool! The realistic collision physics of this game caused me to die as I was running away from a losing battle and tripped over a rat/bumped into a fellow teammate!" And of course collision in crowded areas in town is just plain annoying.
#9 Mar 03 2011 at 9:31 PM Rating: Excellent
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My only problem with collision detection was in the heavily populated wards. I'd groan when I saw the retainer I wanted on the other side of the ward.

It does ruin the immersion elsewhere... oh well. I'll get used to it.
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#10 Mar 03 2011 at 9:34 PM Rating: Good
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I wonder if Collision animations would be an acceptable middle ground. Remove any collision which is not a full, face on collision, and replace it with an animation of your character sidestepping the obstruction and throw in a quick: rigidbody.position = Vector(sin(rigidbody.rotation.x) * 10 + rigidbody.position.x, rigidbody.position.y, cos(rigidbody.rotation.x) * 10 + rigidbody.position.z); (makes the character be 10 units to the right).

In other words, any time you would hit a smaller creature or player, you would sidestep them instead, but you would still collide with larger creatures and... well... walls.

Edited, Mar 3rd 2011 10:36pm by Hulan
#11 Mar 04 2011 at 3:46 AM Rating: Excellent
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Chikama wrote:
Were many people specifically asking for this feature? I never saw anyone complaining about it, but I saw a lot of people speaking about the lack of immersion. Being able to run through everyone as if they were ghosts kind of takes away from the immersion in my opinion, but it seems like I'm in the minority.


I don't think it has anything to do with immersion really. Are you drawing the comparison to how it would be in real life or are you saying that not having to move out of the way takes away from the play experience? Either way, the 7 foot tall elezen who is walking 40 yards out of his way to get up an 8 inch ledge would like to have a word with you. I believe the word is FFFFFFFUUUUUUUUUUU
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#12 Mar 04 2011 at 10:09 AM Rating: Decent
They should make it like how they fixed NPC blocking in a few of their recent remakes. Run into something, it stops you. Keep running into it, and you go through it. At least then you get the ability to still get to whatever, but you don't lose the sense of weight that something stopping you in your tracks brings.

I will say I'm quite happy with them addressing the issue, even if I'm not happy with how they did it. There's been a few times where'd I'd go to circle strafe a mob to avoid a certain attack only to get stuck on their leg and not get out of the way in time.
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#13 Mar 04 2011 at 10:23 AM Rating: Excellent
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I like it. I was fighting some Yargons and sometimes I would have rough time trying move out of their puke-all-over-my-face ability, if there was another person, or mob around. Now All I have to to do is unlock and run forwards. Puke avoided so much easier. I can only imagine how awesome this is for other monsters.

I do remember there was griefing by some really "awesome" LS's. They stack 20 people blocking all access to Adventure's Guilds in Uldah\ Grid. Even blocking cave entrances like the Nanawa Mines or Cassopea Hallow. This solves those problems.
#14 Mar 04 2011 at 10:28 AM Rating: Excellent
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KujaKoF wrote:
collision effects may be more realistic, but they make for crappy gameplay experience.


This.

Unless you're going to make collision detection a game mechanic (like healers can hide behind tanks and not get hit) then we really don't need to be colliding in game.

Besides, before the change, you stopped for a moment, then walked through the player anyway. How is that "immersive"?

Edited, Mar 4th 2011 11:37am by TheRealDestian
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#15 Mar 04 2011 at 10:30 AM Rating: Good
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Im guessing Behest will be less frustrating, but not tested it yet.

Edited, Mar 4th 2011 11:32am by Picomaan
#16 Mar 04 2011 at 10:57 AM Rating: Excellent
jedipimp wrote:
Now All I have to to do is unlock and run forwards.


I can see how that will help vs. any similar breath attack. Going to be hard to break the habit of strafing around. (I still open the menu when I see a chest.) Good call though.
#17 Mar 04 2011 at 11:16 AM Rating: Good
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TheRealDestian wrote:
KujaKoF wrote:
collision effects may be more realistic, but they make for crappy gameplay experience.


This.

Unless you're going to make collision detection a game mechanic (like healers can hide behind tanks and not get hit) then we really don't need to be colliding in game.

Besides, before the change, you stopped for a moment, then walked through the player anyway. How is that "immersive"?

Edited, Mar 4th 2011 11:37am by TheRealDestian

this this, plus, market wards were that much worse using when we had the collision feature.
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#18 Mar 04 2011 at 1:44 PM Rating: Good
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SmashingtonWho wrote:
jedipimp wrote:
Now All I have to to do is unlock and run forwards.


I can see how that will help vs. any similar breath attack. Going to be hard to break the habit of strafing around. (I still open the menu when I see a chest.) Good call though.


While it's great that I no longer bump into people who haven't even appeared in the city, things like this I'm not a fan of. Now we are going to develop battle strategies that involve running through the monster, and that does break immersion for me. I shouldn't be able to run through a dragon to avoid is fiery breath. I should be hightailing it quickly to the side/back.
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#19 Mar 04 2011 at 1:57 PM Rating: Good
NayliaMR wrote:
SmashingtonWho wrote:
jedipimp wrote:
Now All I have to to do is unlock and run forwards.


I can see how that will help vs. any similar breath attack. Going to be hard to break the habit of strafing around. (I still open the menu when I see a chest.) Good call though.


While it's great that I no longer bump into people who haven't even appeared in the city, things like this I'm not a fan of. Now we are going to develop battle strategies that involve running through the monster, and that does break immersion for me. I shouldn't be able to run through a dragon to avoid is fiery breath. I should be hightailing it quickly to the side/back.

I really dig where you are coming from. Running throught the enemy as a battle tactic IS pretty poor for immersion.
Getting caught up on a mob while trying to (Run Away!) was quite realisitic, IMO.

Does anyone have a suggestion or compromise for collision?

None = not realistic.
The pre-patch pause = slightly irritating.
Can't go through at all = as we all know better from previous games, this does NOT work.

??? = realistic and not at all irritating.


Edited, Mar 4th 2011 2:59pm by SmashingtonWho
#20 Mar 04 2011 at 2:44 PM Rating: Good
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Collision detection on engaged mob and environment only....
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#21 Mar 04 2011 at 3:08 PM Rating: Good
NayliaMR wrote:
Collision detection on engaged mob and environment only....


I like it!
#22 Mar 04 2011 at 3:19 PM Rating: Excellent
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In FFXI...sitting inside my friends only helped my immersion...not hinder it.
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#23 Mar 04 2011 at 3:37 PM Rating: Good
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SmashingtonWho wrote:
Does anyone have a suggestion or compromise for collision?


Instead of a collision, running into monsters could trigger a small AoE "stomp" type move.
#24 Mar 04 2011 at 4:04 PM Rating: Good
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In Age of Conan, we have full collision detection. The only problem we had with it there was players standing together to block entrances. The devs simply added a "crouch" emote that, when applied, let you walk through other players while crouching.
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#25 Mar 04 2011 at 6:49 PM Rating: Good
Zorvan wrote:
In Age of Conan, we have full collision detection. The only problem we had with it there was players standing together to block entrances. The devs simply added a "crouch" emote that, when applied, let you walk through other players while crouching.


Interesting. Is there 15+ player content? How does that play out?
#26 Mar 04 2011 at 7:41 PM Rating: Good
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SmashingtonWho wrote:
Zorvan wrote:
In Age of Conan, we have full collision detection. The only problem we had with it there was players standing together to block entrances. The devs simply added a "crouch" emote that, when applied, let you walk through other players while crouching.


Interesting. Is there 15+ player content? How does that play out?


There are 6, 12, and 24 man raids and I've never seen anyone complain about running into each other. Of course, most of the dungeons in AoC are HUGE, so there's plenty of room to maneuver.

http://dkpfiles.com/ascendant/forum/38424/Coanan_picture115.png

http://dkpfiles.com/furiousguild/forum/4532/Dominatas_picture436.png



Edited, Mar 4th 2011 8:46pm by Zorvan
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#27 Mar 04 2011 at 10:15 PM Rating: Good
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I rather liked bumping into things, made it feel a bit more real for me. It was like I could almost physically feel myself bumping into things as if it were real life. I have never really had a problem with running through crowds or anything, even with my laptop that doesn't even meet all the minimum requirements. I like the realism of it, even if it is a bit of an inconvenience when doing behests and fights that involve a lot of people. I just do like I would do in real life. I don't run into people in real life, so I don't do it in the game. So, I haven't really had that much of an issue with it. I have tripped over marmots and gotten killed, but that is part of the fun and challenge of it. But, that is just me. I can see why people like having the collision taken off.

That being said, I can live with how it is now. I'm still going to run around people. Except for when I'm in a party fighting lol.
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#28 Mar 05 2011 at 4:22 AM Rating: Good
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Hulan wrote:
I wonder if Collision animations would be an acceptable middle ground. Remove any collision which is not a full, face on collision, and replace it with an animation of your character sidestepping the obstruction

In other words, any time you would hit a smaller creature or player, you would sidestep them instead, but you would still collide with larger creatures and... well... walls.


I like that. And it's done before.
If I remember correctly Assassins Creed has a similar system.
If you run you'll bump into NPCs and if you walk your PC evades NPCs blocking your way.

However. For now, removing the collision detection improves the games playability.
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