better gameplay physics
You can dodge them all.
GW2 doesn’t have a physics engine like you are imagining, basically its pre canned animations that trigger on hit.
Wurms throw curve rocks, and even ahead of your path, to hit you, other wise you could just sidestep and they’d miss completely.
Oh I meant to mention the area I refer to is the Frostgorge Sound. I don’t know if other areas use the same physics. Dean, you may be able to dodge them all but I can not. I am fairly agile in real life and my reflexes are very sharp so I find it a bit disconcerting to be in the middle of a spitting match circle of those bad boys when you’re trying to hack down an Ancient Sapling or some Orichalcum Ore. Occasionally, if there are more than 3 their relentless attacks have kept me on the ground until I died.
The only physics in this game are gravity and visual flair. Everything else is, at its most basic, feedback on what’s happening around you. Projectiles are essentially timers telling you how long you have left to dodge, block or reflect, because those actions aside, where or who it’s going to hit will have been calculated before the attack animation has even started playing.
Oh I meant to mention the area I refer to is the Frostgorge Sound. I don’t know if other areas use the same physics. Dean, you may be able to dodge them all but I can not. I am fairly agile in real life and my reflexes are very sharp so I find it a bit disconcerting to be in the middle of a spitting match circle of those bad boys when you’re trying to hack down an Ancient Sapling or some Orichalcum Ore. Occasionally, if there are more than 3 their relentless attacks have kept me on the ground until I died.
The physics would work the same regardless of area o.O
The way you always dodge those is kite to 1 side and when they throw dodge to the other, you should try assigning the dodge to you mouse 3 button (you press down on the wheel, press, not roll, press) so you can dodge even more easily.
Lastly, stability or just kill them, because trust me Anet is not going to change that aspect of the game, introducing a physics engine that is.
Not that it wouldn’t be cool, the Euphoria (used in GTA games for ex) hell yes, even a basic rag doll, but its honestly just too much trouble to implement in GW2 with really no returns.
That’s good stuff Dean, and I appreciate it and WILL use it. I can , after all get by on dodging and killing the few extra Wurms that cause problems so your point is well taken. But on topic, how difficult would it be to put in a probability multiplier (in the code) so as to make the direction you travel after getting hit from behind one of those snow bombs to coincide with the more realistic physics direction ? A crude estimation of number of times I get hit from behind and subsequently fall backward(the direction that is counterinuitive) of the Wurm is 95%. Just change that multiplier that governs direction you tumble from 0.95 in the negative direction and .05 and the problem is fixed. Am I oversimplifying the issue ? I’m not a programmer so bear with me :
:if snowball hits [player] from behind then send [player] bouncing in .95 * X direction and 0.05 * -X direction.
I sense that the idea is to make it more difficult for the player to gather booty so current statistics favor Anet and not the player and thus keeping the status quo.
I hope I made sense.
Thanks
I don’t think it was a matter of making gathering difficult, rather, what we currently have was a better idea than trying to have the server calculate the direction that an AoE splash (which will be what’s STRIKING* you, even if the snowball misses) will throw every single player, particularly in larger boss fights where large numbers of people could be thrown at any moment.
For accurate faceplanting, the suggested maths is off, though that’s understandable. Maths is pain. Depending on whether the projectile or the splash hit you, I’d hazard a guess that you’d have to calculate the angle of the vector between the projectile’s last position, that of the attacker itself or that of the splash’s epicentre, and the position of the player, and then calculate the X and Z positions (assuming the Y axis is vertical) based on the angle from which the character has been struck.
This is, however, all just a guess.
(*thank you, overzealous filter)
(edited by The Pointless.3869)
Oh I meant to mention the area I refer to is the Frostgorge Sound. I don’t know if other areas use the same physics. Dean, you may be able to dodge them all but I can not. I am fairly agile in real life and my reflexes are very sharp so I find it a bit disconcerting to be in the middle of a spitting match circle of those bad boys when you’re trying to hack down an Ancient Sapling or some Orichalcum Ore. Occasionally, if there are more than 3 their relentless attacks have kept me on the ground until I died.
The physics would work the same regardless of area o.O
The way you always dodge those is kite to 1 side and when they throw dodge to the other, you should try assigning the dodge to you mouse 3 button (you press down on the wheel, press, not roll, press) so you can dodge even more easily.
Lastly, stability or just kill them, because trust me Anet is not going to change that aspect of the game, introducing a physics engine that is.
Not that it wouldn’t be cool, the Euphoria (used in GTA games for ex) hell yes, even a basic rag doll, but its honestly just too much trouble to implement in GW2 with really no returns.
I don’t think that they ALL do work the same for every area but in frostforge yes you have to actually DODGE them all or use some type of block/reflect.
For example before the megaservers I used to solo a lot of champs mainly for dailies etc. The Champ wurm in the low lvl (maybe 25-whatever) charr area was one I could simply walk out of the landing area of the missle 9 out of 10 times. No I don’t believe I simply walked out of range but I guess it could be an explanation at a stretch but I don’t think so.