Collision Detection WvW
You got a good point..
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Hi,
A major thing I have noticed in WvW during keep seiges is the lack of collision detection, resulting in zergs swarming through defenders with no consequence.
If collision detection was implemented it would allow smaller number of defenders to hold against larger zergs. It would also give greater importance to warriors on the front lines, and support/dps classes behind… The way war is played out.This was implemented effectively in WAR, and resulted in keep seiges which were fun and rewarding for defenders.
Another thing needs reviewing; keeps are designed to have choke points. That is the main objective of a keep gate/murder holes. In this game, there are very few choke points which are protected from ranged. IMO they should be implemented to improve the role of melee based classes.
Cheers,
Silk.
No please. One man’s meat is another man’s poison.
The SINGLE one thing I hate most about Warhammer Online MMO is their collision detection implementation. It make the whole gaming experience frustrating. The experience is not smooth and you feel ‘stuck’ all the time, especially in group pvp.
Collision detection is realistic however it does not contribute to play experience satisfaction, at least from my perspective. I understand that collision detection implementation added huge load to the server processing. I don’t support this implementation if it add more load to our playing bandwidth without a significant increase in overall gaming experience.
I subscribed to the theory of mass market wisdom. If something is good, it will be copied by many other game developers in the MMO market. The fact that collision detection is only implemented in a handful MMO games is telling.
Collision detection is a variably expensive and complex operation to perform and track, which is the larger reason many games in general don’t have any true collision detection. Still, I think I know what you mean about the annoyance of being stuck and shuffling through endless weird voids where bodies supposedly are.
I believe what Silk is saying about the tactical and strategic experience here is really important. It’s like having super-nerfed some players and uber-charged others situationally, so the situations needs to be accounted for.
What about a ‘front line’ detection? If there’s a handful of defenders, you can’t just zerge through a small curvey line in front of them.
Personally, I’d love collision detection and was one of my favourite things in Warhammer.. HOWEVER, I also am more than willing to accept that any method of implicating it would cause extra lag, and that due to the lack of other people being able to heal you, once you are in the front line being incapable of getting to safety due to a teammate being in your way would be incredibly frustrating. (And potentially open to griefing)
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Input collision detection and the 3 way fight in SM goes from lagtastic to unplayable IMO. It is a Great Idea but too highly resource intensive.
Another thing needs reviewing; keeps are designed to have choke points. That is the main objective of a keep gate/murder holes. In this game, there are very few choke points which are protected from ranged. IMO they should be implemented to improve the role of melee based classes.
I like this choke point idea a lot.
Collission detection – no thanks.
It is already hard to get supply into a building with a zerg at the front door. This would make it impossible – guilds would just get a couple of charr warriors to stand in front of the door and collission detection would cause a 100% supply block – rather unbalanced and favours the attacking team too much.
Last building I tried to get into, the attacking guild had a hammer guardian watching the door – he launched me on first approach and then when I tried again he popped ring of warding. Thankfully most of his friends were too busy shooting the door to notice our mini battle and I made it past him (only losing half my HP). I think that is a balanced supply block.
Yes, it would make supply runs somewhat difficult given the current keep designs (of which I feel no great love to). However, if the keeps had proper postern doors, then it would be a lot more balanced. Having the attacking team on the gate, and on the postern door would spread them out more, allowing the defending team to destroy the postern door force if they want. Hit detection only really comes into fruition once the gate is breached.
The keep designs need reviewing, if hit detection isn’t to be implemented.