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| | #1143 (permalink) |
| Registered User Join Date: May 2005 Location: The River
Posts: 550
| Player collision was as much fun as I thought it would be. I played zealot a bit over the weekend and I'd run from guys in the scenarios and use teammates as moving picks to pull them off me and give my hots/shields time to heal me up. All while mashing that insta-cast direct heal. Man, I might end up being a healer again. |
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| | #1144 (permalink) | |
| Read Farmer Join Date: Jan 2004 Location: Hawaii
Posts: 5,342
+31 Internets | Quote:
It sucks getting blocked by your own team at the start of scenarios when you're all making a mad dash. I've yet to see a "wall" of tanks block a path to protect squishies behind them (maybe only possible in keep sieges). All of the scenarios I played were open fields though, and with the prevalence of bunny hopping, doesn't seem like you can force anyone to stop via collision. But there were times where I got behind an enemy and starfed back and forth as they attempted to flee, all the while saying "Where you going buddy? where you going". There were also times in the Gate T1 scenario where we cornered enemies from escaping and beat the shit out off. ![]() | |
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| | #1146 (permalink) |
| a Menace Join Date: Feb 2006
Posts: 614
| Your impression is wrong. Although, honestly I think that would be the better way to handle it. Minor pet peeve is the guys that charge out ahead of everyone at the start of a scenario, then stop right at the tunnel to adjust some inventory or action bar forcing everyone to dance around them. It does limit the number of melees that can be beating on you at any time. Overall, though, collision is a huge plus. |
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| | #1148 (permalink) |
| Old School ! Join Date: Apr 2002
Posts: 580
| Ya I'm not a big fan of the collision between allies more times then not I get hung up on one of my own guys while trying to manuever for a better position. The funny thing is one night during testing they had some how bugged the collisions to where everyone was getting hung up pretty bad something about square corners instead of round being added to the char collision boxes. Anyways Spyke the main guy that runs some of the events said the collision is there for one reason. To keep 10 Brightwizards from all stacking up on the same square and forcing them to spread out. I guess its there way of controlling the frontline of combat. I hate it though I'd much rather have collision between myself and the Nme so tanks could form lines to block etc and be more strategic in movement. Last edited by Senen : 08-25-2008 at 03:58 PM. |
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| | #1149 (permalink) |
| Extremely Busy DPS Provider Join Date: Jan 2005
Posts: 2,472
| I thought I'd hate the collision but it's implemented very well, all things considered. Rarely have rubberbanding issues. In fact, I noticed that player location lag in general was almost non-existent, which was shocking considering how laggy abilities feel. Last edited by Mist : 08-25-2008 at 04:09 PM. |
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| | #1150 (permalink) | |
| Registered User Join Date: Jun 2008
Posts: 128
+15 Internets | New Mark Jacobs post on the VNBoards. Quote:
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| | #1151 (permalink) |
| Read Farmer Join Date: Jan 2004 Location: Hawaii
Posts: 5,342
+31 Internets | It might have been interesting if you could on a group or area level, create/join formations. Some sort of ground template that appears, and if you stand within it you get some sort of defense bonus or create solid collision. So say 1 tank is up front and he's creating an opportunity for a line defense. If other melee/tanks stand in that line, they create a block of collision (instead of a bunch of individual collisions, where it might be possible for people to slip through). |
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| | #1152 (permalink) | |
| Registered User Join Date: Nov 2006
Posts: 380
+1 Internets | Quote:
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| | #1153 (permalink) |
| Registered User Join Date: May 2007
Posts: 463
| That post covers most of my concerns about the current game however there is no mention of the severe animation bugs. (getting stuck in an animation...happened a TON to everyone I played with so it's not a user issue imo) I can't tell you how many times I cast my channeled damage spell and watched the animation of the spell continue on to the point it was cast across the entire zone, heck a few times I even had 3 beams stuck on the environment. Was funny watching my Ironbreaker friend get knocked down by Trolls then get stuck in the face down position until he moved, only to go back to that animation when he stopped. As much as I wish the game was out right now so I could start leveling for real for once, I really think they should have left open beta running to sort out these errors before live. |
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| | #1154 (permalink) |
| Registered User Join Date: Dec 2005 Location: Houston, TX
Posts: 161
| Nice post, Mog. It's good to see they're openly admitting to the downsides of the game and that they're working on fixing them; it's a nice change of pace from it either being not mentioned and totally beat around the bush or made to seem less impacting than it actually is. |
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| | #1155 (permalink) | |
| Gnomercy Join Date: Mar 2005 Location: Vegas Baby!!
Posts: 414
| Quote:
Proper use of Hold the Line and guard, with player collisions can be a awesome sight. Hold the line gives everyone behind the tank something like 45% disrupt rate increase, and dodge/parry increase, along with guard and you could have your tanks lead the way, keep position so the casters are behind them and melee dps around the tanks. Also good to see they acknowledge all the problem. I have faith in the pathing, as it was fine in regular and CE beta, but broke for the weekend. CTDs I think I got 3, and 1 other c++ runtime error crash over the course of the weekend. Other then that nada. Subject of GCD and animation, i still don't understand why they make their UI show 2s, it cannot be that hard to make it show the actual 1.5s. I think this along with their code is what's making it feel so odd at times. Targeting seems fine, with just the odd "face your defensive target" at random, like 1 out of 200 cast. Has to be a option to turn off that auto reset behind you camera though. It gets annoying, and I'd rather be able to leave the camera behind me looking back, while i run forward, and execute moves via hot keys/mouse and target people. Maybe its some kind of anti kite camera or something. Emotes are just polish, while fun, are some make or break thing for me. There are alot of emotes though that just give the shrug animation when you do them. Maybe thats what they are talking about and filling in the rest. The pvp gear thing is odd. If you make it so you have the lvl 10 RR gear, you cannot do t1 or scenarios, whats to stop the guy with the lvl 21 gear doing t2, and onward. I had no problem with the guy with rank 10 gear, hell he cant do it endless as he's getting exp so he is going to level out of it. When you hit 10 you can do the same thing for the 2 levels . If you put that level 10 into t2, now hes fighting people with lvl 14 and lvl 21 gear and alot more abilities, and hell even a extra tactic slot at 20. | |
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