As a EQ1 PvP vet, something has me quite worried about the way PvP will be handled on the PvP Pantheon servers. Not having any character collision can be hugely detrimental to the game. Imagine 40 enemy opponents all standing inside one another taking up four square feet?
Is it possible to turn character collision on the PvP servers but keep it off on the PvE servers? I think "griefing" would be a problem on PvE servers as the other player is invulnerable. Not so on PvP servers, so you can "handle" problems that arrise as a server community.
I never played pvp in the EQ or engaged in it, but I understand your question. I am not an expert on Unity, but the collision aspects are all based on scripting and controls enabled for it. I am not trying to answer but have another question based on this one as a design feature. If the game is being built with limited or no character collision how difficult is it to enable or disable that feature? Then your question has a much larger scope. Can that be done for the pvp servers and how much resources developer wise does it take to do it.
Love this post…meat and taters questions…
Ox
Pretty lengthy thread on this here: https://www.pantheonmmo.com/content/forums/topic/4626/character-collision
Also for VIPs: https://www.pantheonmmo.com/content/forums/topic/3909/character-collision
Yes, I've read that thread. But it basically focuses on PvE. I can see not having character collision on PvE, since other players are invulnerable. You can grief being invulnerable.
But I wanted to draw exactyt focus to collision and PVP. There could be some really negative consequences of not having collision on the PvP server.
Zybane said:Yes, I've read that thread. But it basically focuses on PvE. I can see not having character collision on PvE, since other players are invulnerable. You can grief being invulnerable.
But I wanted to draw exactyt focus to collision and PVP. There could be some really negative consequences of not having collision on the PvP server.
Lengthy indeed Bazgrim. I keep forgetting we have had many discussions on this, but I always feel new ideas and conversations can help spur on the development.
The PvP situation is a mixed bag. AoE spells may not affect things as a directed arrow shot. With that in mind pulling a mob behind another may help to either to take it down or survive the event. Tactics is what I think your saying is the main post.
Ox
Iksar said:40 opponents standing inside one another? Sounds like an AoE dream.
Reminds me of Dark Age of Camelot..pvp. I was a Runemaster...a little person. Could stand inside the troll in our group and fire off my nukes. And then there were those nasty little Lurikeens that could hide inside tree trunks (stealthers) with their stuns and poisons to ambush passersby ..lol Obviously no collision detection with trees in those days either. :P
Zybane said:I'm pretty sure AoE in most games has a max number limit on Character hits.
Yeah four or five...if I remember right. As for pvp servers..they will be ruleset servers or shards. That indicates to me, that what happens on pvp servers (balancing etc) won't be happening on pve servers. So stay tuned. :)
CanadinaXegony said:Zybane said:I'm pretty sure AoE in most games has a max number limit on Character hits.
Yeah four or five...if I remember right. As for pvp servers..they will be ruleset servers or shards. That indicates to me, that what happens on pvp servers (balancing etc) won't be happening on pve servers. So stay tuned. :)
I can't remember if that is tied to stacking attacks as well. The limit was set on pvp servers and pve but I was wandering if that has an impact on the backend of the server applications. Performance related is where IA m going. I can see that becoming a problem in heavy pvp or raiding in pve. Here again in the old days that was something we could see but with more powerful hosts and applications it may be a mute point but still a curiosity.