Maybe make model collision?
well… just imagine what trolls would do with this “gift”… thats all i gonna say about that
And then trolls would make human walls blocking off entrances to towers and the like.
I would also find that collision would make combat more stiff and clunky, not having nearly as much freedom of movement. The combat just doesn’t seem fit for GW2 to have player collision with other players.
But that’s just my opinion.
I believe you can turn on enemy collision for yourself if you really want. I’d rather be able to dodge through them to their back side.
I don’t think the bearbow needs to be made any worse.
What about player coallision on/off
If you have it off nobody can troll you, and you can pass thru everyone.
If you have on, everyone can troll you, and you are stuck, but you can play with your friends.
Archeage have? (had) character collision. It was hell. People blocking everything, it was so chaotic to fight in large scaled battles, you couldn’t position yourself well at all.
well… just imagine what trolls would do with this “gift”… thats all i gonna say about that
GW1 had character collision.
It was a feature Anet intentionally removed for design purposes. I don’t quite remember what they were, though. Probably part of trying to remove the need of the trinity as that was the prime tanking tactic in GW1.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
It is also worth pointing out that having character collision would tax the servers quite a bit and most likely make the game extremely laggy, especially in WvW.
Krall Peterson – Warrior
Piken Square
For example in HotS bodyblock is a big strategic feature and in WvW zergs it gonna have an impact. Glitching through each other is kinda lame no?
This games infrastructure can’t handle it. Look at the problems already happening at massive battles, you cant even use any abilities except 1 and a direct heal, from time to time you’ll get anotehr direct ability off.
Collisions on top of that would just flat out make it so you can’t even use those, it would be completely broken, not just partially functional as it is now.
Archeage have? (had) character collision. It was hell. People blocking everything, it was so chaotic to fight in large scaled battles, you couldn’t position yourself well at all.
It wasn’t so much a problem during fights because it was part of it. You had to strategically position yourself so as to not get blocked by your own allies in case of retreat. No, the problem was with people trolling others by using their carts to block bridges, doors, NPC’s…
For example in HotS bodyblock is a big strategic feature and in WvW zergs it gonna have an impact. Glitching through each other is kinda lame no?
Heroes of the Storm is a MOBA (or hero brawler, depending on what side you’re on for that debate). There’s no more than 10 players in one area if you get in a full-blown team fight in any given match. Yes, body blocking is a very important strategy in that game, but you can’t compare it to an MMO like Guild Wars. The gameplay mechanics are worlds apart. Model collision in the context of Guild Wars would be way too detrimental, not to mention annoying.
MOBA =/= MMO
well… just imagine what trolls would do with this “gift”… thats all i gonna say about that
Likely nothing.
If implemented properly, it’s a non-issue.
I would personally love player and mob collision. I find it really adds to the experience. Archeage pulled it off nicely. The only reason it could ever be used to troll in that game was because of the carts, which gw2 doesn’t have.
I’m surprised that people think Anet would actually allow character collision between allies….
GW1 had character collision.
It was a feature Anet intentionally removed for design purposes. I don’t quite remember what they were, though. Probably part of trying to remove the need of the trinity as that was the prime tanking tactic in GW1.
IIRC it had to do with technical issues because of WvW. I’m disappointed we don’t have character collision in PvP and dungeons. Yet another thing I miss from GW1 .
/sigh
(edited by Tru Reptile.6058)
GW1 had character collision.
It was a feature Anet intentionally removed for design purposes. I don’t quite remember what they were, though. Probably part of trying to remove the need of the trinity as that was the prime tanking tactic in GW1.
The only reason I remember them ever giving was because of issues with griefing. As for the tanking tactic, it’s not much different than the LoS thing people use to stack stuff in GW2.
Character collision is normally handled on the client side. When one is detected a separation movement vector is generated and send to the server as if the player generated with the movement keys. So that’s not a problem.
The problem is comes with passages and doorways. City of Heroes had player/npc/critter collision and you could jam up doorways and it was a real problem at times. Pathfinding crowds is one of those game problems that haven’t quite been solved in a generic enough way to be copied and used across game development. It’s a big issue with RTS gaming and while it’s loads better than say the first Warcraft, it would need to transfers agency from players to the server for movement resolution which simply isn’t viable for an RPG/FPS/MMO because we don’t want to give up control of movement.
It causes more problems than it solves. Imagine the outcry if a party wipe happens because a choke point gets, well choked, because players and pets get jammed up allowing mobs of critters to take advantage?
RIP City of Heroes
Character collision is normally handled on the client side. When one is detected a separation movement vector is generated and send to the server as if the player generated with the movement keys. So that’s not a problem.
The problem is comes with passages and doorways. City of Heroes had player/npc/critter collision and you could jam up doorways and it was a real problem at times. Pathfinding crowds is one of those game problems that haven’t quite been solved in a generic enough way to be copied and used across game development. It’s a big issue with RTS gaming and while it’s loads better than say the first Warcraft, it would need to transfers agency from players to the server for movement resolution which simply isn’t viable for an RPG/FPS/MMO because we don’t want to give up control of movement.
It causes more problems than it solves. Imagine the outcry if a party wipe happens because a choke point gets, well choked, because players and pets get jammed up allowing mobs of critters to take advantage?
Collision with only enemies?
(edited by Lucius.2140)
While I enjoyed the collision in GW, it was a different game. Between potential trolling and many melee players wanting to melee meta bosses, collision seems like a bad fit for this game.
Character collision is normally handled on the client side. When one is detected a separation movement vector is generated and send to the server as if the player generated with the movement keys. So that’s not a problem.
The problem is comes with passages and doorways. City of Heroes had player/npc/critter collision and you could jam up doorways and it was a real problem at times. Pathfinding crowds is one of those game problems that haven’t quite been solved in a generic enough way to be copied and used across game development. It’s a big issue with RTS gaming and while it’s loads better than say the first Warcraft, it would need to transfers agency from players to the server for movement resolution which simply isn’t viable for an RPG/FPS/MMO because we don’t want to give up control of movement.
It causes more problems than it solves. Imagine the outcry if a party wipe happens because a choke point gets, well choked, because players and pets get jammed up allowing mobs of critters to take advantage?
Archeage has player collision, but you are able to subtly push unmoving players out of the way.
Not once did I run into the issue of being blocked by another player in any significant capacity, nor did I see any such complaints on forums and the like.
There were collision related complaints about people blocking paths, but these were all related to vehicles (which GW2 doesn’t have), and honestly weren’t that big of a problem in the end. In some ways, even that trolling enhanced the experience. A blocked bridge on a trade route was annoying, but also more interesting. You had to find ways to circumvent it, or have your friends/guild help get your packs across.
You described a situation with a wipe caused by player collision, but that is precisely the kind of scenario that makes player collision an interesting addition. If your group is incompetent and fumbling into each other, you’re going to wipe or do poorly. It’s an additional dynamic to combat.
When I play monster hunter, I have to be careful not to smack my fellow hunters around, and have to carefully position myself to hit the right spot on a monster. If I’m trying to cut a tail and we’re about to trap the monster, I can’t just run through it to get to the tail. And if I get stuck on the wing while I’m on my way to the tail, I have to change priorities and hit something else, otherwise the opportunity will be wasted.
Properly implemented collision is a wonderful, game enhancing mechanic.
Unfortunately that boat has long since sailed for GW2. It’s not something you can throw in after the fact.
While I enjoyed the collision in GW, it was a different game. Between potential trolling and many melee players wanting to melee meta bosses, collision seems like a bad fit for this game.
Imagine if players actually split up between Teqs 4 legs, instead of all stacking in one spot?
Idk, sounds like a good thing to me. Less lag at the very least.
Character collision is normally handled on the client side. When one is detected a separation movement vector is generated and send to the server as if the player generated with the movement keys. So that’s not a problem.
The problem is comes with passages and doorways. City of Heroes had player/npc/critter collision and you could jam up doorways and it was a real problem at times. Pathfinding crowds is one of those game problems that haven’t quite been solved in a generic enough way to be copied and used across game development. It’s a big issue with RTS gaming and while it’s loads better than say the first Warcraft, it would need to transfers agency from players to the server for movement resolution which simply isn’t viable for an RPG/FPS/MMO because we don’t want to give up control of movement.
It causes more problems than it solves. Imagine the outcry if a party wipe happens because a choke point gets, well choked, because players and pets get jammed up allowing mobs of critters to take advantage?
Collision with only enemies?
We have that already, sort of, if you leave it on. A critter you hit becomes “corporal” to you.
Melee Attack Assist — Enables collision detection between your character and your target (e.g. making the target “solid”) when you are both directly facing each other, preventing you from running through them so that you stay in melee range.
I would not be surprised if players, especially speedrunners toggle this off so they can run past mobs easier.
RIP City of Heroes