Players bumping into each other [suggestion]
I can’t see player collision detection ever being added to that extent because the server capabilities can barely handle the 5 player AOE limit. Also, player collision is already there, just not extremely pronounced. You ever tried running “through” a downed enemy? You just walk into their face unless you dodge roll through them.
Player collision would lend itself to some interesting tactics in a couple of keeps/towers where players could blockade. I believe this has been suggested before.
I agree, atm the server can barely handle the current combat.
Games with player collision often promote griefing, particularly in PvE situations and I can’t see ANet spending the time/money retooling to put this in.
I can’t see player collision detection ever being added to that extent because the server capabilities can barely handle the 5 player AOE limit. Also, player collision is already there, just not extremely pronounced. You ever tried running “through” a downed enemy? You just walk into their face unless you dodge roll through them.
That’s good to know :P
Guess that pretty much sums up all the answers I will get, so this post pretty much makes my suggestion void XD
Just as it was already said on another thread about this… Even if the servers could actually handle it, how long you would think it would take for friendly players to start griefing and make the game a hell by blocking doors?
Hell, I can barely see the banker NPC in divinity’s reach with players in a cluster… if all these people couldn’t stack it would be even worse…
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Different thought, raised before, for the same core “issue”. It is “strange” that GW2 zergs move more swiftly than smaller groups due to swiftness stacking. This is totally contrary to real-life, where bigger groups are logistically more difficult to move around , and is one (of many) things that encourage blobbing. Now I know GW2 is not real life and there are all kinds of things that work in WvW that wouldn’t work in real life, but this does encourage something we mostly say we hate. It would be interesting if instead of swiftness buffing we had swiftness debuffing, so small parties could move swiftly around a large moving blob. You could allow swiftness to stack up to the size of an average guild group – say 15?? – then start to debuff above that (in a certain radius?). Then a group of 10 could run around a large slow moving blob.
It might be a disaster, but it might be interesting to try it!
(edited by Jong.5937)
You ever tried running “through” a downed enemy? You just walk into their face unless you dodge roll through them.
This is because you have ‘melee attack assist’ on in your options. Turn it off for better gameplay.