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