Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
TheGrandAlliance wrote: »ONly logical conclusion would be due to server lag. However this is more likely an excuse not to upgrade server capacity. It is difficult to determine the truth without experimental evidence however nonetheless...
ruzlb16_ESO wrote: »TheGrandAlliance wrote: »ONly logical conclusion would be due to server lag. However this is more likely an excuse not to upgrade server capacity. It is difficult to determine the truth without experimental evidence however nonetheless...
It's also incredibly hard to code efficiently, and even harder to make it work properly when latency is taken into account - and while upgrading the server can help with the former, you'd need to upgrade the broadband infrastructure of a fairly large portion of the planet to deal with the latter.
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
ruzlb16_ESO wrote: »It would also permit viable tanking in PvP. But yes, it's basically undoable. Remember the lag in WAR when you had like 20 people on each side in a keep? The collision detection was a big part of that.
frwinters_ESO wrote: »Collision detection will turn the game into a bunch of griefers. 50 people push 20 people against a keep wall trapped and beat them down. Thats all it will cause.
TheGrandAlliance wrote: »Yes but WAR is also a MMORPG that is over 5 years old... made by EA Games of course. HOpefully server technology has improved over the years...
ruzlb16_ESO wrote: »It would also permit viable tanking in PvP. But yes, it's basically undoable. Remember the lag in WAR when you had like 20 people on each side in a keep? The collision detection was a big part of that.
TheGrandAlliance wrote: »ruzlb16_ESO wrote: »It would also permit viable tanking in PvP. But yes, it's basically undoable. Remember the lag in WAR when you had like 20 people on each side in a keep? The collision detection was a big part of that.
Yes but WAR is also a MMORPG that is over 5 years old... made by EA Games of course. HOpefully server technology has improved over the years...
Ruze is a veteran of the PC Beta, lived through the year one drought, survived the buy-to-play conversion, and has stepped foot in the hells known as Craglorn. He mained a nightlbade when nightblades weren't good, and has never worn a robe. He converted from PC during the console betas, and hasn't regretted it a moment since.
He'd rank ESO:TU (in it's current state) a 4.8 out of 5, loving the game almost entirely.
gamebouncerb16_ESO wrote: »Being a non programmer, could there be a way to just have CD on points of the body? Say head, elbows, knees and feet for example? Not the entire body saving resources?
Right now NPC CD is weird. If you ever try to scoot through two NPC's talking, you can't. It's almost as if they have a bubble around each NPC and even though they are (game) 3 feet apart, it is still like a wall
TheGrandAlliance wrote: »frwinters_ESO wrote: »Collision detection will turn the game into a bunch of griefers. 50 people push 20 people against a keep wall trapped and beat them down. Thats all it will cause.
Thats how REal lifes works btw...
ruzlb16_ESO wrote: »TheGrandAlliance wrote: »Yes but WAR is also a MMORPG that is over 5 years old... made by EA Games of course. HOpefully server technology has improved over the years...
It has, but collision detection remains a hugely processor-intensive operation. It's why many many modern engines (like Unity, say) don't permit mesh colliders over a certain number of surfaces, won't allow mesh-on-mesh by default, and why box/sphere/capsule colliders remain the norm even in single player games. On a server trying to deal with 2000 colliders at the same time... server tech is better now, but not THAT much better
ruze84b14_ESO wrote: »There is a known tactic, where many players will move on top of each other, casting spells which effectively boost their own stats and overlap each other, while also limiting the effect of enemy area-of-effect attacks due to the inherent cap on the number of players that this AOE can effect. This tactic is known as 'turtling'.
There is another known tactic as old as gaming itself, where players with abilities capable of doing AOE damage, will run into the middle of a mob of enemies, spamming said attacks and killing far more players (without actually having to worry about targeting, aiming, or maneuvering). This is obviously known as 'AOE spam'.
There are multiple calls on these here forums (and the forums of many great games that have large-scale warfare, as ESO is not alone in experiencing AOE spam or turtling), for developers to 'fix' these issues.
One very common and semi-effective fix to AOE spam, is limiting the number of enemy or ally targets any AOE can possibly affect. This, however, reinforces the offensive power of turtling.
How do you solve both?
Don't allow players to collide with each other, which in turn limits the number of players that can stand in a specific area, while also limiting the number of players which can be affected by AOE or cone-based attacks.
A quicker resolution is, instead of the hard-collision rules normal in the PVE area of the game, lets take on a form of soft-collision: players are gently 'pushed' to the side or forward or backward of a player. Players can still pass 'through' each other, but motion remains constant and is not allowed to be ceased, even if the player stops moving his character.
At this point, even though two characters can share the same spot for a split second, they won't be able to stand on top of each other, and will constantly be pushed away.
Would this resolve the abuses of griefing and character lock seen in other games which did not allow character collision? Would this be a larger or smaller hit on server assets than the other fixes to turtling?
ruze84b14_ESO wrote: »There is a known tactic, where many players will move on top of each other, casting spells which effectively boost their own stats and overlap each other, while also limiting the effect of enemy area-of-effect attacks due to the inherent cap on the number of players that this AOE can effect. This tactic is known as 'turtling'.
There is another known tactic as old as gaming itself, where players with abilities capable of doing AOE damage, will run into the middle of a mob of enemies, spamming said attacks and killing far more players (without actually having to worry about targeting, aiming, or maneuvering). This is obviously known as 'AOE spam'.
There are multiple calls on these here forums (and the forums of many great games that have large-scale warfare, as ESO is not alone in experiencing AOE spam or turtling), for developers to 'fix' these issues.
One very common and semi-effective fix to AOE spam, is limiting the number of enemy or ally targets any AOE can possibly affect. This, however, reinforces the offensive power of turtling.
How do you solve both?
Don't allow players to collide with each other, which in turn limits the number of players that can stand in a specific area, while also limiting the number of players which can be affected by AOE or cone-based attacks.
A quicker resolution is, instead of the hard-collision rules normal in the PVE area of the game, lets take on a form of soft-collision: players are gently 'pushed' to the side or forward or backward of a player. Players can still pass 'through' each other, but motion remains constant and is not allowed to be ceased, even if the player stops moving his character.
At this point, even though two characters can share the same spot for a split second, they won't be able to stand on top of each other, and will constantly be pushed away.
Would this resolve the abuses of griefing and character lock seen in other games which did not allow character collision? Would this be a larger or smaller hit on server assets than the other fixes to turtling?