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Can someone explain how LOS works?

ImmortalCX
ImmortalCX
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Pvp in ic.

I've noticed that my velidreth proc, the three balls, are blocked by objects in the environment. Rocks. Carts. Things.

But when an enemy player is attacking me, I run out of the room and their long range attacks track me through the walls. Wtf.

Is it inconsistent and buggy? Or do walls not block attack?

LOS is so important in pvp games. All the shooters get it right, you can even see your bullets hitting the wall, why can't eso do this?
  • idk
    idk
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    Some of what you experienced in PvP, especially Cyrodiil, is server lag.
  • Anyron
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    It depends when that attack was fired. Some skills, with long travel time can seem to ignore Los

    So Los is only important when casting skills. When its already on way it doesn't matter if you hide behind something.
    Its already easy to avoid several ranged skills fired from one player by simply roll dodging it. At full range in Cyrodiil, one dodge can make 2skills and 2-3 light attacks to miss (depends on timing). Casting those skills cost something and there isnt any resource return when miss so that thing with Los is mostly ok.
  • vgabor
    vgabor
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    Partially it's lag, partially when you do LOS when the projectile already traveling in the air - it's been already fired just haven't hit you yet - it will follow you.

    You can see how the long travel time and lag collaborating here: you see in your client you move out of LOS while your enemy still firing, but the server get your movement information after on the server the projectile already in the air.
  • dem0n1k
    dem0n1k
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    As what the 2 posters above said. The Velidreth proc is more like a ground based AOE then a projectile in ESO.. it does not target an enemy, it just goes from the point of origin in a straight line.

    Can you imagine how it would be if all ESO spells were like bullets in FPS games :D 90% of all spells fired off would miss due to variable lag prediction. Bow builds would be hilariously useless :D
    NA Server [PC] -- Mostly Ebonheart Pact, Mostly.
  • Gythral
    Gythral
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    badly :wink:
    “Be as a tower, that, firmly set,
    Shakes not its top for any blast that blows!”
    Dante Alighieri, The Divine Comedy
  • MincVinyl
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    ImmortalCX wrote: »
    Pvp in ic.

    I've noticed that my velidreth proc, the three balls, are blocked by objects in the environment. Rocks. Carts. Things.

    But when an enemy player is attacking me, I run out of the room and their long range attacks track me through the walls. Wtf.

    Is it inconsistent and buggy? Or do walls not block attack?

    LOS is so important in pvp games. All the shooters get it right, you can even see your bullets hitting the wall, why can't eso do this?

    The aim checks are at the initial start of an attack. So what this means is projectiles will inevitably hit if the person already had LoS on you.

    1. If a ranged light attack is mid air and you run behind a wall, you will still get hit.
    2. If you run behind a wall and a player tries to light attack you, you will not get hit.
    3. If you cast reflects/absorbs/dodges (SpellWall/Ball of lightning/roll) while a projectile is in the air, you will not get hit.
  • deleted221106-002999
    deleted221106-002999
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    NPC guards can ignore any/all obstacle being capable of chaining players through walls, range attacking through walls and doors and bending normally straight attacks right around the corners of towers. They can also see stealthy or invisible players.

    NPC guards are cheating scumbags. But I digress.

    Lag sometimes allows players to do similar stuff but nowhere close to the absurd extent that npc guards can.

  • finehair
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    Souterain wrote: »
    NPC guards can ignore any/all obstacle being capable of chaining players through walls, range attacking through walls and doors and bending normally straight attacks right around the corners of towers. They can also see stealthy or invisible players.

    NPC guards are cheating scumbags. But I digress.

    Lag sometimes allows players to do similar stuff but nowhere close to the absurd extent that npc guards can.

    Also one npc guard has the debuff capability of a 24 men group. As soon as you are in their sight you will get every debuff in game known to mankind.
  • bearbelly
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    Souterain wrote: »
    NPC guards can ignore any/all obstacle being capable of chaining players through walls, range attacking through walls and doors and bending normally straight attacks right around the corners of towers. They can also see stealthy or invisible players.

    NPC guards are cheating scumbags. But I digress.

    Lag sometimes allows players to do similar stuff but nowhere close to the absurd extent that npc guards can.

    It's not just NPC guards, but any NPC.
    I've been "light-attacked" and "skill-attacked" through full-cover walls by several NPCs with bows, and NPC spellcasters.
    And not just after ducking for cover after their attack was initiated. They continue to attack and connect, from range, even when you are no longer in LOS with them.

    Edited by bearbelly on July 2, 2020 10:05AM
  • Roukoru
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    as rule of thumb from gamedev backend, LOS only matters on targetting phase. After effect | spell | projectile | attack | skill | whatEverElse is activated, its instance becaming some sort of ...er... (homing) cruise missile -- it _always_ hit its target, no matter of anything (execept thread interrupt/GC).
    upd. NPCs generally ignore LOS at all to simplify and quicken AI processing
    Edited by Roukoru on July 2, 2020 10:25AM
    置之死地而后生 (In the land of death -- fight!)
  • ImmortalCX
    ImmortalCX
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    So basically:

    1) All NPCs completely ignore LOS. They can attack through walls, even when there is no LOS.

    2) In PVP, player who attacks you while there is LOS, the attack will hit you even if you move behind a wall before it hits.

    Great. I have to be honest, this alone makes the game feel really cheap. The environment doesnt feel like its actually there. FPS games get this right, even maps with larger player count can handle it, you would think in Cyrodil and BGs at a minimum would be able to handle LOS correctly.
  • Anyron
    Anyron
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    ImmortalCX wrote: »
    So basically:

    1) All NPCs completely ignore LOS. They can attack through walls, even when there is no LOS.

    2) In PVP, player who attacks you while there is LOS, the attack will hit you even if you move behind a wall before it hits.

    Great. I have to be honest, this alone makes the game feel really cheap. The environment doesnt feel like its actually there. FPS games get this right, even maps with larger player count can handle it, you would think in Cyrodil and BGs at a minimum would be able to handle LOS correctly.

    If they add this feature, they need to speed up ranged spells. Right now most of skills and projectiles is dodged and with active LoS it will be near impossible to hit something at range
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