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If you couldn't run through players in Cyrodiil...

isailandshootub17_ESO
If characters were unable to run through one another (or perhaps couldn't *push by* without a hit to their stamina) in PvP, would this be worthwile?

I'm thinking it would be a huge change to both tactics and operations. I presume entirely new play styles would develop. Invisible characters would presumably be detected when trying to push by. Shield wall formations might become a useful formation. Battlefield tactics might become more varied with the implementation of other formations. We might see filling in the breach, etc.

I realize there would be some kinks to implement this properly, but what do you think? Would that be a fun game mechanic to consider? I'd love to see it tried on the PTS. What do you say? Sounds like a potentially useful form of realism.

And before you ask, no, I'm not planning to stalk common routes by setting up invisible "nightblade funnels" for unsuspecting DKs.... *Muhuawhahaaahahaaa*
Edited by isailandshootub17_ESO on June 22, 2018 1:58PM
  • TequilaFire
    TequilaFire
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    Sure just line up as perma blocking tanks, that would go well.
  • BNOC
    BNOC
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    No it would be terrible.

    It would benefit the zerg more than anyone.

    They have enough already.
    vMSA - Magplar - Xbox EU - 15/11/16
    578,000 - 36 Minutes 58 Seconds (Top 2 World?)

    vMSA - Magplar - Xbox NA
    569,000 - 40 minutes (350CP, Non optimised runs)
  • technohic
    technohic
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    I’d like it in the spirit of what it’s intensing but would have to balance around it becoming a mechanic, and then there would be the unintended effects of people purposely blocking allies to troll
  • dennissomb16_ESO
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    Big issue I see with it would be the server load. Cyrodiil already a mess with server load causing lag in big fights. Add collision detection with ZOS code and I am pretty sure everyone would be brought to a complete stand still with lag
  • DenMoria
    DenMoria
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    Considering how few people are IN Cyrodil, wouldn't it just be easier to step around them?
    If characters were unable to run through one another (or perhaps couldn't *push by* without a hit to their stamina) in PvP, would this be worthwile?

    I'm thinking it would be a huge change to both tactics and operations. I presume entirely new play styles would develop. Invisible characters would presumably be detected when trying to push by. Shield wall formations might become a useful formation. Battlefield tactics might become more varied with the implementation of other formations. We might see filling in the breach, etc.

    I realize there would be some kinks to implement this properly, but what do you think? Would that be a fun game mechanic to consider? I'd love to see it tried on the PTS. What do you say? Sounds like a potentially useful form of realism.

    And before you ask, no, I'm not planning to stalk common routes by setting up invisible "nightblade funnels" for unsuspecting DKs.... *Muhuawhahaaahahaaa*

  • lygerseye
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    BNOC wrote: »
    No it would be terrible.

    It would benefit the zerg more than anyone.

    They have enough already.

    How so? Honestly curious to hear your thoughts.

    I’d previously thought adding player collisions would play havoc with zergs, forcing them to spread out instead of traveling as one big blob. I’ve also experienced “cuddle puddles” when a group gathers on a single point (i.e. inside a crate) and stealths-up - no more stacking if you can’t pass through other players.
  • DenMoria
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    "Cuddle Puddles" :) I'll have to remember that one. :)
    lygerseye wrote: »
    BNOC wrote: »
    No it would be terrible.

    It would benefit the zerg more than anyone.

    They have enough already.

    How so? Honestly curious to hear your thoughts.

    I’d previously thought adding player collisions would play havoc with zergs, forcing them to spread out instead of traveling as one big blob. I’ve also experienced “cuddle puddles” when a group gathers on a single point (i.e. inside a crate) and stealths-up - no more stacking if you can’t pass through other players.

  • Katahdin
    Katahdin
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    Until some troll decides to block a door so people can't get into a keep
    Beta tester November 2013
  • boldscot
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    Are we pretending that Cyrodiil PvP runs so well that we can introduce collision detection between massive amounts of players and everything will be fine?
  • RaddlemanNumber7
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    The servers would have to calculate all those collisions, allowing for things like multiple latency. I think it would be near impossible to do convincingly, but it would certainly cause more lag.

    PC EU
  • lygerseye
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    boldscot wrote: »
    Are we pretending that Cyrodiil PvP runs so well that we can introduce collision detection between massive amounts of players and everything will be fine?

    Yes. Yes we are. ;-)

    I think everyone would agree with you that there’s a LOOOONNNGGG list of issues that must be addressed before something like what OP is suggesting would even be considered, let alone implemented. But that shouldn’t preclude us from enjoying a bit of speculation!
  • Ley
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    In a perfect world where griefing and players abusing game mechanics weren't a thing, I would love this.
    Leylith - MagSorc | Leyloth - StamPlar | Leynerd - MagPlar | Leylit - StamBlade | Ley Eviticus - StamDK | Leydor - MagDen | Leylum - StamSorc | Leylux - MagBlade
  • Jameliel
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    Great idea in a purer world. However the executives at ZO$ need to live lavishly. There is no money to spend on better game engines, the best developers, lots of the best servers, etc. It's more important that the execs drive multiple luxury vehicles, sleep in mansions, and stuff their mouths with fine wines and dainty foods. We should give them whatever amount of money they ask for, and happily accept whatever they give us.
  • GreenSoup2HoT
    GreenSoup2HoT
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    With this change at the bridge.

    giphy.gif

    shall-not-pass.gif
    Edited by GreenSoup2HoT on June 22, 2018 11:14PM
    PS4 NA DC
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