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PVP Enemy Players Should Have Collision Detection

mr_wazzabi
mr_wazzabi
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How ridiculous is it for people to run through you like air, then smash you from behind?

Collision detection would also allow players to block off the stairs in the keep, forcing them to fight before makig their way to the top.

Why is it that collision detection exists for npc's, but not enemy players? Is it an anti-lag measure?

We're not made of thin air, so we shouldn't be able to run through each other in combat.
Edited by mr_wazzabi on November 15, 2015 12:24AM
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  • DannyLV702
    DannyLV702
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    It's fine the way it is. Can you imagine how impossible it'd be to escape a Zerg while in the middle of everything?
  • FriedEggSandwich
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    mr_wazzabi wrote: »
    How ridiculous is it for people to run through you like air, then smash you from behind?

    Collision detection would also allow players to block off the stairs in the keep, forcing them to fight before makig their way to the top.

    Why is it that collision detection exists for npc's, but not enemy players? Is it an anti-lag measure?

    We're not made of thin air, so we shouldn't be able to run through each other in combat.

    I can streak through npcs with collision detection so I assume I would still be able to streak through players with collision detection. Don't need any more reasons for people to complain about sorcs. Plus walking through someone is one of the few counters to WB.
    PC | EU
  • Silverminken
    Silverminken
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    I have also thought about this and I would also suggest that friendly player IN COMBAT also have collision detection, this would make the zerging to spread out over a larger area.



    Because how effective could you really be when you stack 20+ people inside a small room?

    So if not in combat, no collision detection,
    In combat, collision detection.

    And the same could go for NPCs.
  • Jura23
    Jura23
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    DannyLV702 wrote: »
    It's fine the way it is. Can you imagine how impossible it'd be to escape a Zerg while in the middle of everything?

    Then it's you fault that you got in the middle of enemy zerg ;)
    Georgion - Bosmer/Templar - PC/EU
  • FriedEggSandwich
    FriedEggSandwich
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    I have also thought about this and I would also suggest that friendly player IN COMBAT also have collision detection, this would make the zerging to spread out over a larger area.



    Because how effective could you really be when you stack 20+ people inside a small room?

    So if not in combat, no collision detection,
    In combat, collision detection.

    And the same could go for NPCs.

    Very effective at blocking any enemies from coming in. Would also allow players to grief members of the same faction
    PC | EU
  • danno8
    danno8
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    Never going to happen:

    1. Griefing potential is off the charts, especially same faction griefing;
    2. Physics calculations would also be off the charts. The servers have a hard life already.

    Would it be fun? If everyone played fair and servers had infinite calculation potential then yah, it would be fun. But I think you see the problem here.
  • TheNephilimCrow
    TheNephilimCrow
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    For enemies this would make sense, but if they were to implement something like this, they would need to make it where Allies can still walk through each other. It would eliminate trolling on same factions.
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  • Silverminken
    Silverminken
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    danno8 wrote: »
    Never going to happen:

    1. Griefing potential is off the charts, especially same faction griefing;
    2. Physics calculations would also be off the charts. The servers have a hard life already.

    Would it be fun? If everyone played fair and servers had infinite calculation potential then yah, it would be fun. But I think you see the problem here.

    on the griefing part.

    That is why I suggested it should only apply to people in battle.

    How it could work, make breach on the wall, defenders put their most tanky players onto the breach trying to hold back, supported by healers behind them. Now you have to overcome this problem to enter breach. Instead of as it is today, put on any immovable option you have, and then just run through the breach, regardless if there are people trying to block you or not, as you can just straight through them.

    People on knocked down, should they leave a gap you can run through until they stand up?
    People of balance, what about those, could you "squeeze" past them?
    How would you go about "pushing" a player? since just putting 4 tanks on breach faced by 20 rushing towards them should mean they most likely should get pushed back, how should this mechanism works? Could bashing be used for this? like a light and heavy version of bash...


    And if not in battle, you can run without any problem, solving the "griefer" problem of someone trying to block entrances etc.
    There are a few quirks what todo if a group of 24 goes from peaceful to battle... how should this be handled, should everyone just be pushed out from the "center"... potentially pushing people over walls, cliffs etc. I could see some interesting situations a group in stealth (no battle) is discovered by someone and he castes some AoE on their location (forcing them into battle), and then the entire group is "spread out" from the center, and perhaps there was a rock or wall behind them, so they get pushed in the remaining directions only.


    Regarding the #2, AoE caps etc causes lots of server load as well, since people are stacked on top of each other, how many calculations do you think AoE abilites requires? When you have max number of targets within target area? if you could not stack all 24 group members inside the healing circle, then we could remove the AoE caps again! And that has the potential to remove lots of server load, since collision detection could be less demanding than most members of a group spamming AoE effects.



    There are of course lots to consider regarding this. and I'm not sure if this is a feasible game mechanism or not, but how do you we know if we not open up the discussion about it. This is also why suggested this might be used on NPC's aswell, now you get pushed around by NPC's just for being in their way... and you have to go around them. And this also creates some issues with battle differences between PvP and PvE, where PvE battles against mobs have some kind of collision detection going on. So things you do in PvE does not in PvP, due to this.
  • Tankqull
    Tankqull
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    mr_wazzabi wrote: »
    How ridiculous is it for people to run through you like air, then smash you from behind?

    Collision detection would also allow players to block off the stairs in the keep, forcing them to fight before makig their way to the top.

    Why is it that collision detection exists for npc's, but not enemy players? Is it an anti-lag measure?

    We're not made of thin air, so we shouldn't be able to run through each other in combat.

    npcs have hardcoded movements - players do not to compensate for this the game has to predict every 1/10th of a second the movement of every player in regard of every player in proximity (because calculationg this in realtime would completly t/roast a campaign server). the amount of clacluations needed in not instanced areas with 40 players and less is completly overwhelming any current server structure. and the ESO:TU server are allready burning when they have to do the nearly noneexistant calculations they face now compared to a working collision detection.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • josh.lackey_ESO
    josh.lackey_ESO
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    I just want that ice wall spell some of the NPC's cast.
  • Wollust
    Wollust
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    Please not more stuff that will ruin the servers even more
    Susano'o

    Zerg Squad
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