Since you like referring to ancient magic, imagine that anyone holding down RMB gets an invisible anciently magical sphere around them which blocks attacks. There, problem solved.
BSGDevastator wrote: »also if you think about it 180°block would lead to *** circle strafing extravaganza.
making blocking totally useless, or rather useless in melee on range it would be usable more or less, but you could be kited forever.
Wrong. Kiting forces you to walk (more or less) straight away from your target to be successful, thus beeing easy to block. If you would try to kite while walking in a circle, the distance would not increase fast enough, thus the shield wearer is able to attack.
yeah you could block but never kill the kiter, therefor be kited forever, just as i said
BSGDevastator wrote: »If they were to implement 360 NPC / 180 for players then they would also have to implement collision detection for all players, otherwise it is far too easy to get around the angle limitations.
Unfortunately, the inherent problems with player collision detection (griefing, blocking doors / content etc) far outweighs any reason to implement it in my opinion.
Well that's true. IMO this game should not have a lock system at all, just like in Skyrim. Ofc that is hard to implement and bad Players would cry, but that's a whole different story I dont want to talk about in this thread.
It seems like this feature is a little bit more complex than I thought..
This is a good example of how forums are good, when you get a few people 'discussing' a concept / perception or ideaReally broadens the horizons. I hadn't even considered this 'anomaly' until I read your post.
Any change / mechanic will have good and bad points, some like them, other don't. It's the endless balancing act that is the hardest part to do.
I already gave you an explanation.Since you like referring to ancient magic, imagine that anyone holding down RMB gets an invisible anciently magical sphere around them which blocks attacks. There, problem solved.
What more do you want? I invented this with the same authority anyone has when discussing a work of fiction. It doesn't make any sense, but it doesn't have to. You know why we keep coming back to invisibility? Because it's stupid. So are lightning bolts shooting from your fingertips. And that's fine. It's allowed to be dumb, because it's a game set in a fictional world. Things don't have to make sense.
BSGDevastator wrote: »BSGDevastator wrote: »also if you think about it 180°block would lead to *** circle strafing extravaganza.
making blocking totally useless, or rather useless in melee on range it would be usable more or less, but you could be kited forever.
Wrong. Kiting forces you to walk (more or less) straight away from your target to be successful, thus beeing easy to block. If you would try to kite while walking in a circle, the distance would not increase fast enough, thus the shield wearer is able to attack.
yeah you could block but never kill the kiter, therefor be kited forever, just as i said
That is exactly the way it works now. I hope you have some skills to use besides blocking to catch up to any kiter.
BSGDevastator wrote: »BSGDevastator wrote: »also if you think about it 180°block would lead to *** circle strafing extravaganza.
making blocking totally useless, or rather useless in melee on range it would be usable more or less, but you could be kited forever.
Wrong. Kiting forces you to walk (more or less) straight away from your target to be successful, thus beeing easy to block. If you would try to kite while walking in a circle, the distance would not increase fast enough, thus the shield wearer is able to attack.
yeah you could block but never kill the kiter, therefor be kited forever, just as i said
That is exactly the way it works now. I hope you have some skills to use besides blocking to catch up to any kiter.
whatever, i explicitly said that it still would make sense vs. ranged.
My argument was that it would be senseless in melee!
The ranged part was a limitation to the statement of blocking being useless...
It is about the stupidity of other games where bunny hopping and circle strafing are regularly used, it would be the same here, it is so easy to get around the 180° zone.
If they were to implement 360 NPC / 180 for players then they would also have to implement collision detection for all players, otherwise it is far too easy to get around the angle limitations.
Unfortunately, the inherent problems with player collision detection (griefing, blocking doors / content etc) far outweighs any reason to implement it in my opinion.
EdonilTebaun wrote: »I'm not sure how blocking works in PvP, but I'm pretty sure its not 360 in PvE. I've gotten hit from the flank and behind plenty of times on my DK. Most of the time it's in packs of NPC's where there's a range or two standing off and their melee buddies come rushing up.
Of course it could just be lag from my connection that's allowing attacks to get through. Might have to go try this and see what really happens.
EdonilTebaun wrote: »I'm not sure how blocking works in PvP, but I'm pretty sure its not 360 in PvE. I've gotten hit from the flank and behind plenty of times on my DK. Most of the time it's in packs of NPC's where there's a range or two standing off and their melee buddies come rushing up.
Of course it could just be lag from my connection that's allowing attacks to get through. Might have to go try this and see what really happens.
BSGDevastator wrote: »
Something like that. I do not see, why blocking should be so surreal without giving a honest hint as why it is that way. Now it just looks like lazyness on the programmers side.
BSGDevastator wrote: »
It seems like this feature is a little bit more complex than I thought..
BSGDevastator wrote: »
Something like that. I do not see, why blocking should be so surreal without giving a honest hint as why it is that way. Now it just looks like lazyness on the programmers side.BSGDevastator wrote: »
It seems like this feature is a little bit more complex than I thought..
I'm glad you realize that it is more complex than you initially thought (especially for calling it laziness).
There are a lot of limitations in the background that is not obvious at first. How does one account for network latency? How long does it take to calculate the position of an attack and the position of the shield (and how taxing is it of a calculation and data stream)?
To give an idea as to similar limitations in other games, FF14 has a like .25 second positioning delay in the world at all times. This is extremely obvious in AoE situations where you move out of an AoE, but the server sees you from .25 seconds ago where you were still in the AoE and applies the damage to you. They said this was done to optimize performance. This is the trade off they decided for you - delayed positioning but better performance.
I am often sad when people assume laziness without understanding system limitations.
Not that I am saying Zenimax is 'not' lazy in some respects, but I do not think that this falls under such a category. It would not surprise me if a more realistic blocking system was tested, but was deemed not practical.
isn't it like this in many games? i thought it was just a programming thing. easier to program probably
gerbo78ub17_ESO wrote: »I see the need for an explanation, however, I also see the need to fix an inconsistency. Why should position matter to some but not all? For example, a NB need to be positioned at least on a flank, if not completely behind, for their skills to work. Why shouldn't a shield need to be positioned in the direction of the attack? If a defensive skill or mechanic is 360 degrees, then all offensive mechanics should also be the same. Having positioning for one but not the other needs to be addressed.