What if they added player collision detection in Cyrodiil? Yes, it would increase the packets sent to and from the server, but it would also decrease them due to AoE being able to now hit a hard maximum of the players that can fit in the area. I'm not 100% familiar with how much of a calculation increase it would take for collision detection though, so this may be much worse.
FriedEggSandwich wrote: »What if they added player collision detection in Cyrodiil? Yes, it would increase the packets sent to and from the server, but it would also decrease them due to AoE being able to now hit a hard maximum of the players that can fit in the area. I'm not 100% familiar with how much of a calculation increase it would take for collision detection though, so this may be much worse.
Player collision would give players a mechanism to harass other players of the same faction. It would also introduce new imbalances due to sorcs being able to streak through players others would collide with.
The issues, at least on Xbox NA Haderus, is that DC and EP are teaming to keep AD from getting Emp and are trading Emp back and forth themselves. Dozens of AD peeps have heard people talking in area chat when they thought no one was around and heard so, me being one. Others have dual faction tooons that are in DC, EP and AD guilds where the DC & EP guilds have alliances. This could be happening on other platforms as well, I can't say because I don't play on other platforms. It's really absurd and takes away the whole point of Cyrodiil.
Stranglehands wrote: »The three things that have turned pvp into a zergfest are aoe caps, gap closer root and the increased health meaning a huge nerf to healing. I don't think they particularly need to buff the guards