Collision Detection Needed
Collision detection on a WvW scale would grind the servers to a halt. I’d rather not see that happen.
Fer Aline – Thf; Suralinta – Rgr; Alyra Va Tel – Ele; Mer Aline – War
No. It caused horrible lag and unintended consequences. Really really horrible design.
Collision detection on a WvW scale would grind the servers to a halt. I’d rather not see that happen.
Not only it will bring servers to a halt (which I’m not that sure about), it will take all the air off of battle dynamics and basically freeze them. I understand that the dream of range DPSers is standing still in a safety behind a wall of towershields laying down death rains on the heads of helpless enemies. This however would bring us back to the holy trinity . Next thing they’ll be asking for is a second line between tanks and them consisting of… right, healers. No, not gonna happen in GW2.
If you want your enemies to feel some of collision system benefits, “melee attack assist” checkbox is right there in the options.
(edited by Yaro.3251)
It seems like a good idea but once you play in a system like this it creates all sorts of annoying problems… like people standing in front of doors not letting you pass.
As long as stealthed players do not have collision it is fine. The rest can be countered by knock back and AoE.
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
I think it would be a good idea. It would make positioning on the field more tactical and create new strategies. Also, with the lack of dedicated healers, even if someone tried to body block a gate they would still fall pretty quickly if a zerg targets them.
That said, it’s simply not possible at this time. It would create too much lag, require too many computer resources, etc. GW1 had body blocking, but that occassionally caused problems with people not being where they thought were; amongst other things. Those problems occurred with 24 people max (AB, HoH); 100’s of people would be much worse.
Collision detection on a WvW scale would grind the servers to a halt. I’d rather not see that happen.
Not only it will bring servers to a halt (which I’m not that sure about), it will take all the air off of battle dynamics and basically freeze them. I understand that the dream of range DPSers is standing still in a safety behind a wall of towershields laying down death rains on the heads of helpless enemies. This however would bring us back to the holy trinity . Next thing they’ll be asking for is a second line between tanks and you consisting of… right, healers. No, not gonna happen in GW2.
If you want your enemies to feel some of collision system benefits, “melee attack assist” checkbox is right there in the options.
I would take line battle over tight ball formation zergs anyday.
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs
I love games that have collision mechanics, but let’s be honest here. Due to culling most of the time I can’t even detect enemy models on my screen. I can’t even imagine spending my WvW hours wondering whether the invisible object that I’ve run into is an ally or an enemy.
as people noticed it will lead to server problem… but… wait… on WAR we had massive lag and server side problem with 100vs100 or higher numbers… here we have mass culling with 30vs30, that is much less than the standard number for fight in WAR… 1 WarBand amounted to 24 player… and 2WB vs 2WB were standard even outside of peak hour and in open field… during siege 3WB for each side were quite a common sight and still lag and server crash were not that common… lag and server crash only happened when the last border was about to fall and everyone rushed to the citadel to reach the capital as fast as they could… (or to enter the citadel siege before they disable them) setting more than 100 player per side in a restricted area…
so… actually I dont think that collision would really make things that much worse than what they are at the moment… it will make them worse only if they were able to solve all the culling problem and make a 50 vs 50 vs 50 or 75 vs 75 fight a normal occurance not hindered by server related problems (such as the culling)… in fact collision generate server LOAD problem… while culling seem to be generated by the inability of the server to SEND information rather than computing them… (in fact u find your self dead because the server calculated your position, that of your opponent, both yours an his skill and generated the final effect… but simply missed to send to your client the data about your opponent position… while the problem generated by the massive load due to collision in a high populated zone is that action are processed at a slower pace that what are imputted so u can find yourself dead by skill fired many second before or your own skill may even fire after your death because the server didn’t had the time to process enough info… but still it sent everything as soon as it was calculated ^^’)
Collision detection on a WvW scale would grind the servers to a halt. I’d rather not see that happen.
That’s an amusing idea.
You know Everquest 1 had full collision.
It was made in 1999 and ran on Pentium II’s. I’m sure it would really bog down a modern server and clients running 8-core Intel chips…
A game that’s 100% WvW
http://www.kickstarter.com/projects/13861848/camelot-unchained
Actually, player collision would most likely solve the culling issue….food for thoughts Anet
This would be awesome. Like the old hardcore pvp games of the late 90’s and early 2000’s