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Ground-targeting abilities ignore solid home items and end up hitting terrain below them.

divnyi
divnyi
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It makes it hard to build any sort of sophisticated home arenas, because AoE skills doesn't work properly on any floor that isn't natural.
  • Amottica
    Amottica
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    I have noticed interactable items do not sit well on artificial floors. It is probably the same issue. It seems to get an easy fix but it probably is not so easy since these items we add would need to be redesigned and given new properties.
  • VaranisArano
    VaranisArano
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    It's because most floors don't actually count as real floors.

    Admittedly, lots of housing enthusiasts like to rotate items and use the bottoms of statues and stuff for floors or create floating platforms out of non-floor materials, so its not always as simple as it might seem to predict what needs ground collision.

    What I'd like to see is Housing get a "ground plane" that can be placed in an area or overlaid with player-made flooring that does work for ground-based effects.
  • divnyi
    divnyi
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    @VaranisArano why would you need to specifically designate floors? Collision is already there for movements, just add collision for AoE grouds skill placement and we are set. I don't think this thing is even server-sided, or has to be server-sided.
  • Amottica
    Amottica
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    divnyi wrote: »
    why would you need to specifically designate floors? Collision is already there for movements, just add collision for AoE grouds skill placement and we are set. I don't think this thing is even server-sided, or has to be server-sided.

    I think the answer is in the issue you described. These items clearly do not have that property even if they have a collision. They are coded differently than a standard floor (standard for lack of a better term).

    Also, the "side" this is on depends on where the definitions for these pieces are located but it does not matter if it is server-side or client-side, it is just how they are defined in the game.
  • VaranisArano
    VaranisArano
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    divnyi wrote: »
    @VaranisArano why would you need to specifically designate floors? Collision is already there for movements, just add collision for AoE grouds skill placement and we are set. I don't think this thing is even server-sided, or has to be server-sided.

    What I'm saying is that really creative players use a fair amount of odd items as "flooring." While ZOS could potentially just add ground-based collision to all facets of objects, it might be simpler to just give players a way to designate a section of a build as "ground" for the purposes of ground-based skills.

    It seems to me that the collision for players is not the same as collision for ground based effects, and so I don't assume that it's necessarily easy to add to ground-based collision to every facet of housing objects.
  • Amottica
    Amottica
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    divnyi wrote: »
    @VaranisArano why would you need to specifically designate floors? Collision is already there for movements, just add collision for AoE grouds skill placement and we are set. I don't think this thing is even server-sided, or has to be server-sided.

    What I'm saying is that really creative players use a fair amount of odd items as "flooring." While ZOS could potentially just add ground-based collision to all facets of objects, it might be simpler to just give players a way to designate a section of a build as "ground" for the purposes of ground-based skills.

    It seems to me that the collision for players is not the same as collision for ground based effects, and so I don't assume that it's necessarily easy to add to ground-based collision to every facet of housing objects.

    How would that translate to other players when they visit?
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