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Camate
06-29-2012, 07:29 AM
Have you ever been running back to your mog house in Port Jeuno only to be greeted by a character wall that prevented you from getting home on time?

Well good news! During the upcoming test server update we will be making it so if a character remains motionless for more than 10 seconds, their collision detection will be removed, enabling you to run right by. This should hopefully make moving around crowded places where players are AFK much easier. :)

Daniel_Hatcher
06-29-2012, 07:49 AM
Cool, I'd make it shorter than 10 seconds though.

detlef
06-29-2012, 07:50 AM
I think we mean "collision" right?

Camate
06-29-2012, 07:58 AM
Yes, I don't know why I wrote collusion... Edited OP. Thx :p

Michizane
06-29-2012, 08:18 AM
Yes, I don't know why I wrote collusion... Edited OP. Thx :p

Because King Behemoth is too cool to use spell check! :P

Kaisha
06-29-2012, 08:55 AM
Could just remove player collision entirely in safe zones.

Now all we need is an innate +25% movement increase in towns so we can get out quicker.

Mirage
06-29-2012, 09:50 AM
This sort of change is always welcome.

One suggestion, though: What if collision detection when colliding with other players didn't stop you at all, but just reduced your movement speed to less than it would normally be? Something like 66% of normal speed sounds fair, and the second you're through the character, you'd start running at full speed again. Coupled with removal of those 1-2 seconds of completely halted movement when running into someone, it'd turn out faster for sure, and it would still make you have to choose the most optimal path of travel if you were for example kiting something.

That way, you'd get through large masses of players easily without having to wait for no-collision mode to kick in, without giving people the impression that player characters have no mass. Think of it as if your character is "gentle pushing" (like in the first assassin's creed) through the crowd.

Kluaf
06-29-2012, 11:14 AM
will this be PS2 supported for NA/EU ???

Daniel_Hatcher
06-29-2012, 11:15 AM
will this be PS2 supported for NA/EU ???

Most UI changes seem to skip XBOX and PS2.

wish12oz
06-29-2012, 11:45 AM
Why arent you just removing it completely? Its the most obnoxious thing in the whole game. Secoond most annoying is the position lock that occurs when casting/being cast on/using a JA and not changing gear at the right time to remove it.

Ladycandygem
06-29-2012, 03:25 PM
So those people who auto-follow a moving NPC will still get in the way?

Kraggy
06-29-2012, 03:33 PM
JUST REMOVE THE STUPID MECHANIC.

FFXIV became a LOT LESS PAINFUL in crowded areas after your disabled it in that game.

Llana_Virren
06-29-2012, 03:35 PM
Have you ever been running back to your mog house in Port Jeuno only to be greeted by a character wall that prevented you from getting home on time?

Well good news! During the upcoming test server update we will be making it so if a character remains motionless for more than 10 seconds, their collision detection will be removed, enabling you to run right by. This should hopefully make moving around crowded places where players are AFK much easier. :)

Just take collision off; it serves no real purpose anyway.

Fusionx
06-29-2012, 04:41 PM
Most UI changes seem to skip XBOX and PS2.
And this is a UI change how?

Puck
06-29-2012, 09:26 PM
What, you mean this thread ISN'T about the nosediving future of RDM?

♫♪WACKITY SMACKITY DOOOOO!♪♫

Twille
06-29-2012, 11:47 PM
I'm very happy to hear about this change!
If I had my choice, I'd like to see collision turned off entirely (assuming it won't mess up auto-follow).

Gropitou
06-30-2012, 12:48 AM
During the upcoming test server update we will be making it so if a character remains motionless for more than 10 seconds, their collision detection will be removed

"Collision Detector" ??? Holy cow what next, a beeping sound when we back-up?

SleepStudy
06-30-2012, 01:16 AM
Because King Behemoth is too cool to use spell check! :P

From Dictionary.com:

col·lu·sion   /kəˈluʒən/ Show Spelled[kuh-loo-zhuhn] Show IPA
noun
1. a secret agreement, especially for fraudulent or treacherous purposes; conspiracy: Some of his employees were acting in collusion to rob him.
2. Law . a secret understanding between two or more persons to gain something illegally, to defraud another of his or her rights, or to appear as adversaries though in agreement: collusion of husband and wife to obtain a divorce.

Okipuit
06-30-2012, 07:11 AM
We do not have plans to completely remove PC collision. The Development Team explained that this system was implemented from the beginning of FINAL FANTASY XI in order to amplify the existence of other users. Removing this function will make other characters feel like they're just another part of the background as you can run through them like air or brush.

Llana_Virren
06-30-2012, 07:37 AM
We do not have plans to completely remove PC collision. The Development Team explained that this system was implemented from the beginning of FINAL FANTASY XI in order to amplify the existence of other users. Removing this function will make other characters feel like they're just another part of the background as you can run through them like air or brush.

Yet sometimes I get trapped in air and brush! :)

Kraggy
06-30-2012, 04:51 PM
We do not have plans to completely remove PC collision. The Development Team explained that this system was implemented from the beginning of FINAL FANTASY XI in order to amplify the existence of other users. Removing this function will make other characters feel like they're just another part of the background as you can run through them like air or brush.
Yet the development team of FFXIV don't feel this at all, they removed this "amplification of the existence of others" when they found it made playing the game in congested areas a PITA!

It's also a nightmare when rezzing from a death in content like Besieged, apart from the time waiting for the rez. animation to happen, precious seconds are then lost trying to fight one's way out of the "amplified existence of others", during which time another AoE will often result in yet another death.

This is a stupid argument for a 'feature' that has such a negative effect for the sake of 'realism'.

Mirage
06-30-2012, 07:00 PM
I actually do feel like all other characters in the world exist less than they do in FF11 when I play FF14. But then again, FF14 further accentuates that feeling of your characters being nothing but air by the way we seemingly float up almost completely vertical ledges that are higher than ourselves, while some other ledges that are shorter than this again still stop us... How much better wouldn't it have looked if we could traverse ledges by jumping them rather than floating over them?

Now don't get me wrong, I don't like the 1-2 second collision "lock" for each player that you run into, but I would actually like *something* to happen when I bump into other players, to give me an incentive to run around them instead.

That's why suggested the slightly lowered movement speed during the exact moment that you exist in the same space as a different player, but never actually stopping you completely. That way, you'd still get out of a crowd much faster than today, but the crowd will still have *some* effect on you.

Anapingofness
07-01-2012, 12:25 AM
Yay! I approve of this change!

Camiie
07-01-2012, 12:38 AM
Yes, I don't know why I wrote collusion... Edited OP. Thx :p

You're studying Vana'diel law in your spare time, aren't you?


We do not have plans to completely remove PC collision. The Development Team explained that this system was implemented from the beginning of FINAL FANTASY XI in order to amplify the existence of other users. Removing this function will make other characters feel like they're just another part of the background as you can run through them like air or brush.

Other users? I've been playing with real, live people this whole time? Oh crap...

Seriously though I can say that PC collision being removed wouldn't bother me or make me feel any less connected to the game or my fellow players. Vana'diel is a very rich and immersive game world, but it is just that... a game world. I can fully accept unrealistic concepts such as walking through other characters and still enjoy the game as a "living" world and still appreciate the existence and weight of my fellow players as people just like me.

Deathbeckons
07-01-2012, 03:32 AM
tbh people can grief others by standing in their way, much like being able to cast invis on someone outside party would cause griefing. /totally serious.

Powder
07-01-2012, 07:16 PM
Thank you for this change. I have zoned in the past and got stuck among the people afk there. I notice it doesn't happen as much as it used to but the change is going to be nice.

Freebytes
07-02-2012, 01:24 AM
I agree with Mirage and SE on this. There should be some incentive to run around people instead of 'through' them. This is a brilliant solution that does not completely remove collisions. The Mirage solution to slow down players is also nice, but this simple solution is sufficient for me. And 10 seconds is certainly a long enough time. People in your way while kiting creatures (like when we would kite creatures such as Jailer of Temperance) adds a nice strategic element to the battle when you have many people running around in circles.

Camate
07-04-2012, 03:38 AM
Hey everyone!

I have just a couple follow-ups in regards to some of the feedback we have been receiving about the changes to collision detection.

Some players have been asking for a setting in the configuration that would allow you to turn collision detection on/off. Unfortunately we do not have plans of making this a feature that you can configure individually as it is something we would like to keep uniform amongst all players.

Also, as we have been receiving a lot of feedback about the clumping of characters in Nyzul after warping, we are planning on implementing a system that will disperse players better. While there may be a slight random chance that players are warped to the same exact spot, this should significantly relieve the frequency of players getting stacked on one another.

Monchat
07-04-2012, 04:29 AM
so what about fixing the years-long issue that when you exit you moghouse, your character has 50% chance of facing the entrance so if you auto run "forward" you actually re-enter the mog house... a very long time ago they claimed they fixed that in an update (a 2007 update or something). Just like the "cure lock update", nothing happened.

Helel
07-04-2012, 05:00 AM
so what about fixing the years-long issue that when you exit you moghouse, your character has 50% chance of facing the entrance so if you auto run "forward" you actually re-enter the mog house... a very long time ago they claimed they fixed that in an update (a 2007 update or something). Just like the "cure lock update", nothing happened.

Seriously? The camera faces the same direction that it was facing inside the mog house. If you face the camera toward the door when you exit, then it will be facing away from the mog house entrance (i.e. you run forward you run away). If you face the opposite direction when you exit, then your camera will face the mog house entrance. The same is true for every zone in the game.

Delvish
07-04-2012, 05:30 AM
Seriously? The camera faces the same direction that it was facing inside the mog house. If you face the camera toward the door when you exit, then it will be facing away from the mog house entrance (i.e. you run forward you run away). If you face the opposite direction when you exit, then your camera will face the mog house entrance. The same is true for every zone in the game.

I sometimes do get randomly turned around after I zone, particularly when I'm fleeing from Ru'lude to Port Jeuno. I've gotten into the habit of switching to First Person view when fleeing through a zone to make sure I am looking the right direction on the other side.

Babekeke
07-04-2012, 02:55 PM
Seriously? The camera faces the same direction that it was facing inside the mog house. If you face the camera toward the door when you exit, then it will be facing away from the mog house entrance (i.e. you run forward you run away). If you face the opposite direction when you exit, then your camera will face the mog house entrance. The same is true for every zone in the game.

Not sure about the 50% that Monchat is quoting. To me it's 99% chance of facing the wrong way if you exit a windurst mog house, 1% for any other mog house. It is most certainly NOT because my camera is always facing the wrong way inside the windurst mog houses.

Xerius
07-06-2012, 03:44 AM
I don't think collision needs to be turned off all of the time but as a THF I feel like I would greatly benefit from collision being turned off during battle. Having to run through/around 3 or 4 people isn't that bad but if you're doing VW or HNMs or anything that requires larger groups of people it can start to be a pain to have to move around that many people especially with the lag.

RAIST
07-06-2012, 04:48 AM
Have you ever been running back to your mog house in Port Jeuno only to be greeted by a character wall that prevented you from getting home on time?

Well good news! During the upcoming test server update we will be making it so if a character remains motionless for more than 10 seconds, their collision detection will be removed, enabling you to run right by. This should hopefully make moving around crowded places where players are AFK much easier. :)

Another issue that might need addressing somehow too, is the ability to target people in these mass groups. The client can't seem to distinguish between charactars sharing the same coordinates. Which means all these idgets with bazaars up that are clumped together at the zoneline may not be getting any customers.

Just experienced this in TAU when I warped in from Bastok. 4 Characters were standing at the landing point and I could only target one of them with the controls. The only way to target the others was to use the /target "name" command to hit each one of them.

So, please, if you are plopping down to bazaar.....move your character off to the side for heaven's sake.

Daniel_Hatcher
07-06-2012, 04:50 AM
Another issue that might need addressing somehow too, is the ability to target people in these mass groups. The client can't seem to distinguish between charactars sharing the same coordinates. Which means all these idgets with bazaars up that are clumped together at the zoneline may not be getting any customers.

Just experienced this in TAU when I warped in from Bastok. 4 Characters were standing at the landing point and I could only target one of them with the controls. The only way to target the others was to use the /target "name" command to hit each one of them.

So, please, if you are plopping down to bazaar.....move your character off to the side for heaven's sake.

Easiest solution is to make it a random spawn outside the mog house area.

Camate
07-11-2012, 02:26 AM
Just in case you hop on the test server to try out the player collision adjustments and find there is no one idle that you can run through, fear not! Mocchi from the Community Team in Japan has been kind enough to place a character near Joachim in Port Jeuno so that players can run through him all day long :p

http://forum.square-enix.com/ffxi/attachment.php?attachmentid=2440&d=1341923567

Kalilla
07-11-2012, 03:12 AM
GM's ranking up their playtime leaving their "systems" on at work. :rolleyes:

Dragoy
07-11-2012, 03:15 AM
Have you ever been running back to your mog house in Port Jeuno only to be greeted by a character wall that prevented you from getting home on time?

Not really, since my Mog House is in Bastok. ^^

I rarely go to Jeuno at all, but that's not the point, obviously. I do know what this is all about, and it's been an annoyance a few times to me as well. That said, this does seem like a nice addition, even if it will not affect me and myself much at all.

Something similar that is more annoying to me, is when something uses 'draw-in', locking me for a time to the spot with the monster and/or other player characters. I wonder if something similar to what will be done with the Nyzul Isle Investigation could be done here as well, where the characters would not appear at the exact same spot the monster is...

Kaisha
07-11-2012, 03:22 AM
Just in case you hop on the test server to try out the player collision adjustments and find there is no one idle that you can run through, fear not! Mocchi from the Community Team in Japan has been kind enough to place a character near Joachim in Port Jeuno so that players can run through him all day long :p
I'd like to report Mocchi for breaking GM dress code protocol, and haxxing up his bazaar to make the items unpurchasable.
http://img.photobucket.com/albums/v607/Genexi2/FFXI/gmgmd.jpg

Dragoy
07-11-2012, 03:34 AM
Perhaps he/she\other can not hold any more. ^^;

Kaisha
07-11-2012, 03:40 AM
Didn't think of that one.

Side note: The RNF/GEO in the job list is such a bad tease.

Daniel_Hatcher
07-11-2012, 04:10 AM
Didn't think of that one.

Side note: The RNF/GEO in the job list is such a bad tease.

Can see why the new UI is needed though, for example Job Levels is really messed up.

Kaisha
07-11-2012, 05:05 AM
Nothing they can't fix. Wouldn't be the first or second time they had to extend the height of the Job Levels window to accomodate new jobs.

Also, we need more afk GMs in a row here on test server.

Nala
07-11-2012, 09:24 AM
Yeah i really want to run them through (with my character not my weapon... yeah...)

Dragoy
07-11-2012, 09:34 AM
Nothing they can't fix. Wouldn't be the first or second time they had to extend the height of the Job Levels window to accomodate new jobs.

Also, we need more afk GMs in a row here on test server.

I wouldn't be so sure that there is space for that for the PS2-resolution. Ð:

I don't want to test it myself right now, and can't really remember how cramped it is, but that is the first thing that came into my mind when I noticed the job levels box (and indeed did immediately notice it for some reason).

Well, we'll see I guess.


Edit:

Perhaps they'll add 8 more jobs in the future, and it will look nice once more again. >:Ð

Trisscar
07-11-2012, 12:48 PM
Just in case you hop on the test server to try out the player collision adjustments and find there is no one idle that you can run through, fear not! Mocchi from the Community Team in Japan has been kind enough to place a character near Joachim in Port Jeuno so that players can run through him all day long :p

http://forum.square-enix.com/ffxi/attachment.php?attachmentid=2440&d=1341923567

I'll be happy to run him through provided you help me figure out why my client crashes whenever I attempt to log onto the client server.

Okipuit
07-19-2012, 04:04 AM
Greetings!

As you all have most likely seen already, we just announced the next version update today. Since the collision adjustments will largely affect how game play feels, we would like to gather more feedback and perform more testing on the test server. As a result, we have decided not to implement the new collision feature during the upcoming version update. (However, the countermeasures so that players are not stacked on top of each other when teleporting to a floor in Nyzul Isle assault will be implemented.)

We would like to get a wide range of feedback and viewpoints on the matter of collision since there is no right or wrong answer. The way people feel about this are quite different. Some players feel that collision should remain, while others feel it should be removed. As such, we would like to see how players feel about this by modifying certain aspects of it during the next test server update. Please stay tuned!

Daniel_Hatcher
07-19-2012, 04:35 AM
Greetings!

As you all have most likely seen already, we just announced the next version update today. Since the collision adjustments will largely affect how game play feels, we would like to gather more feedback and perform more testing on the test server. As a result, we have decided not to implement the new collision feature during the upcoming version update. (However, the countermeasures so that players are not stacked on top of each other when teleporting to a floor in Nyzul Isle assault will be implemented.)

We would like to get a wide range of feedback and viewpoints on the matter of collision since there is no right or wrong answer. The way people feel about this are quite different. Some players feel that collision should remain, while others feel it should be removed. As such, we would like to see how players feel about this by modifying certain aspects of it during the next test server update. Please stay tuned!

Remove it completely and I guarantee you it'll be the most popular choice, I get the original reasoning for it, but now it's just an inconvenience.

Enochroot
07-19-2012, 05:18 AM
There appears to be a trend to make the game "feel" faster in as many ways as possible. Not just the collision, but removing the crafting cooldown, streamlining the processes to obtain imperial currency and deal with BS/KS/KC/HKC, and the weapon draw/ranged attack cooldowns.

This is a great trend.

Keep it up and look for more areas to apply reduced waits. Reduce the wait time between fishing attempts. Get rid of that awful "freeze-you-in-place-while-you-stand-from-raise-thus-getting-you-killed-again" bug. Maybe figure out a way to make doors self-opening when you notice someone running at them. Reduce more of the cumbersome text dialogs that people have to use often. Maybe cut down on the wait time using BLU spells after resetting them. Faster is better. Faster is better. Faster is better. This is a mantra the devs should take to heart.

FrankReynolds
07-19-2012, 05:56 AM
Remove please. That is all.

Zirael
07-19-2012, 06:11 AM
Since it's been asked for, my feedback: remove it completely, please.

Vivivivi
07-19-2012, 06:40 AM
Agreed! The most present problem is when people are AFK directly in front of the moghouse, running right through them would be such a relief. All similar adjustments to improve upon the game "feeling" snappier are very welcome.

Dazusu
07-19-2012, 06:57 AM
I kinda like it for nostalgia, but honestly, I think it should be removed. Anything that makes the game more modern at this point is a good thing. (Player vs. Player collision). I would like to see Player vs. Monster kept, though

Luvbunny
07-19-2012, 07:31 AM
Please remove it, make the game faster, more convenient, enjoyable and FUN. No more this inane time sink, ginormous travel time, and stupid challenge for trivial results. Keep up some of the good works and updates, and by all means move the game forward to the future and not reminiscing the past, old school is dead, GOOD RIDDANCE, thank you very much!!

Byrth
07-19-2012, 08:08 AM
Why not just give us a toggle option? If people like bumping and grinding on each other, they could do that. I'd personally like to just run through everything without any "bump" at all.

Merton9999
07-19-2012, 08:12 AM
My vote is to remove it completely. I need to swear less when playing.

Frapp
07-19-2012, 09:27 AM
If you need a vote, I'd go with the "remove collision" option.

I would however like to offer a few other ideas should the "keep it" option end up winning. It seems this suggestion came about regarding the congestion in cities.

1) Home Point INTO the Mog House. This is done in FFXIV when Returning to your Inn Room. It seems the biggest congestion is people warping home after an event and getting up to AFK. All those people are now in front of the Mog House. If we could Home Point directly into our own rooms, that could alleviate some congestion.

2) Make restricted items salable on the AH. It seems another reason for the congestion are people with AFK bazaars selling items that can't be listed on the Auction House.

3) Make a "Bank" of Vana'diel. I've touched upon this in another thread long ago, but basically it would be a sort of trading venue for various currencies. The main reason for this is simply because acquiring full stacks of currencies can take quite some time. The Bank would allow people to sell or buy what is available regardless of the number a person has to offer or want. This would work in conjuction with Point 2 above regarding AFK Bazaars.

wish12oz
07-19-2012, 09:33 AM
There's already ways to remove collision detection, not removing it completely is just hurting the not-hacking crowd. You should really try and help us out!

bungiefanNA
07-19-2012, 04:37 PM
No point in having the collision for idle players.

Dragoy
07-19-2012, 10:29 PM
1) Home Point INTO the Mog House. This is done in FFXIV when Returning to your Inn Room. It seems the biggest congestion is people warping home after an event and getting up to AFK. All those people are now in front of the Mog House. If we could Home Point directly into our own rooms, that could alleviate some congestion.

I didn't quite recall there being a dedicated thread for this, so I made one ready, but before publishing it, I dug up the thread in my mind that I did remember proposing a similar change, but there were already posts suggesting just what I was going to, even if the original suggestion in the thread is slightly different.

That is here:

Mog House Homepoint set via inside mog house.
Jokingly, in the thread I was going to create, I mentioned that I have oft been wondering why the default Home Point wasn't changed inside the Mog House during the advent of them, and that if it was PS2-limitations.

Well, I guess I did not quite remember the reply in the thread from the development-team:


After checking with the development team on the possibility of making adjustments so that you can set your home point in your Mog House manually, they replied that due to the fact that this is tied to a very early system in the game, it would be quite difficult to implement.

It is unfortunate, really, if they can't change the trigger for it on the door when clicking it inside after changing jobs, and/or add the option into the Moogle-menu.

Makes sense, right?


As for collisions, I'm quite sure I would not miss it (and I would support having an option for it available).

Dew
07-19-2012, 11:57 PM
Removed it completely.

Okipuit
08-18-2012, 04:45 AM
Hello!

We decided to give the collision adjustments a bit more time to brew, but since we are getting closer to the version update, we are at a point where it is time to decide how to address this new system.

On the test server, if a character does not move for 30 seconds, their collision will be removed. This served as the base of our idea, but we realized there was some feedback that was against this. With that said, we would like to hear you feedback so we can make a decision on how to address this new system.

Please choose from the following options:

Implement the collision settings that are currently on the Test Server and continue to make adjustments as necessary based on feedback post-implementation.
Keep it as is and do not implement it in the next version update.


If everyone feels there is no need to rush, option 2 would make it possible to make careful adjustments, including different plans. However, this would ultimately make the players who wanted these adjustments to wait for a while since the priority would drop a bit due to the backlog of other requested client adjustments.

Please let us know which you prefer!

Daniel_Hatcher
08-18-2012, 04:55 AM
I choose 3: Remove it full stop.


---

If not possible, 1.

Why anyone would want it not removed it beyond me, unless they simply like to cause problems for people by AFK'in outside the mog house.

Kalilla
08-18-2012, 05:05 AM
I think it's gone on long enough, just implement it already. Something as simple as this shouldn't be put off for months because of feedback.

I understand that it is important to gather feedback from players, so I vote 1 to take a step forward in the process and then you can continue to receive feedback afterwards.

Vagrua
08-18-2012, 05:07 AM
I choose 1. Go ahead and throw the 30 second one onto the main server. Although it would be nice if you could lower it to 5-10 seconds/no time limit at all.

A lot of people were disappointed last version update when these test server settings weren't included. So much AFK in Jeuno, so difficult to get around without running into bodies. x_x

Mindi
08-18-2012, 05:45 AM
i choose number 1 aswell.


alot were looking for it last update so make it come in next^^

Sayomi
08-18-2012, 05:49 AM
1111111111oneoneone!

Gannon
08-18-2012, 05:49 AM
My vote is also for #1.

FrankReynolds
08-18-2012, 05:52 AM
I say #1.

Without knowing what other options you were considering, or when they would be ready, it's just not worth the risk of getting something bad (or nothing ever).

Please get back to us when you have time to reconsider, but put #1 into the game until then

Helel
08-18-2012, 05:54 AM
I must be on a different planet. Who in their right mind would choose 2? There was some feedback against implementing the 30-second collision removal? What the hell?

Obviously 1.

Byrth
08-18-2012, 05:56 AM
You should do #1. Also, in the future you should just ask for "Likes for 1" to save yourself the effort it would take the count these.

Sargent
08-18-2012, 06:12 AM
You should do #1. Also, in the future you should just ask for "Likes for 1" to save yourself the effort it would take the count these.

Or add a voting system to the forums.

In any case, voting for #1.

Zirael
08-18-2012, 06:17 AM
Hello!

We decided to give the collision adjustments a bit more time to brew, but since we are getting closer to the version update, we are at a point where it is time to decide how to address this new system.

On the test server, if a character does not move for 30 seconds, their collision will be removed. This served as the base of our idea, but we realized there was some feedback that was against this. With that said, we would like to hear you feedback so we can make a decision on how to address this new system.

Please choose from the following options:


Implement the collision settings that are currently on the Test Server and continue to make adjustments as necessary based on feedback post-implementation.
Keep it as is and do not implement it in the next version update.



If everyone feels there is no need to rush, option 2 would make it possible to make careful adjustments, including different plans. However, this would ultimately make the players who wanted these adjustments to wait for a while since the priority would drop a bit due to the backlog of other requested client adjustments.

Please let us know which you prefer!
You have left the best option out: completely removing collision detection. :( I guess for now implementing whatever you managed to code is less terrible option, while you are figuring out how to completly remove it, I'd say.

FrankReynolds
08-18-2012, 06:23 AM
You have left the best option out: completely removing collision detection. :( I guess for now implementing whatever you managed to code is less terrible option, while you are figuring out how to completly remove it, I'd say.

Not that I know for sure, but I would guess that removing collision from a person who is standing still allows others to pass through, but removing it from a moving person would allow them to walk through walls etc.

Luvbunny
08-18-2012, 06:29 AM
I vote#1 get it done already, make it work, revise it on next update if the current one is still not quite satisfactory. Faster, snappier, more convenient game that is not bogged down by inane time sink.

Spiritreaver
08-18-2012, 06:33 AM
I vote #1.

What would be better tho, imo,is to just remove player to player collision 100% while in non-combat zones(IE-Towns, airships, etc.).

Patrik
08-18-2012, 06:45 AM
Not that I know for sure, but I would guess that removing collision from a person who is standing still allows others to pass through, but removing it from a moving person would allow them to walk through walls etc.

they would be coded to react differently to characters/NPC/mobs than with enviroment. And i believe i remember a rep saying that the only reason they wont remove it entirely is because it would harm immersion... but in this case i think convenience trumps immersion, if it was truly realistic then we couldn't even walk through people after bumping into them for a couple seconds... it was removed entirely in XIV and i think it worked out great

so anyway, that puts my vote on #1, with a hope that it will just be removed down the line

Zubis
08-18-2012, 07:15 AM
1. 30 seconds is fine, 90% of the reason why people want this is because of people bazaaring or afk for hours in Jeuno.

Xamba
08-18-2012, 08:00 AM
I Vote the #1 option

Kari
08-18-2012, 08:25 AM
1, but I'd rather it removed entirely.
A lot of people will be doing that anyways, if you know what I mean.

noirin
08-18-2012, 08:26 AM
yea, i'll take number 1.i'd at least like the option to be running, and let you work on things over time, then to just kept being told about how/why it's not in game yet. side note, i'm starting to dig these voting threads you guys are tossing up for us.These should have shown up in the forums months ago.

Kysaiana
08-18-2012, 09:21 AM
I vote 1. I doubt anyone would be sad people can walk through them when they're afk.

Trumpy
08-18-2012, 09:28 AM
i am unsure why if people mostly wanted no collision detection at all permanently meaning you can always go thru people, why they would decide to not implement any of this.

I vote for 1 please make afk people not a barrier.

oh but im wondering why it was changed from 10 seconds to 30 seconds?

Duvemora
08-18-2012, 11:31 AM
#1, please.

Raksha
08-18-2012, 11:59 AM
option 3, implement the 30 second thing, then ban everyone who argued against it.

Ophannus
08-18-2012, 12:05 PM
I don't understand, why is there even controversy about option 2. Care to explain the logic behind even giving us a choice? Were people on the JP forums actually debating NOT having collision detection removed? Can you give us some of their arguments, just humor us, I want to see if their points are valid.

Treefiddy
08-18-2012, 12:34 PM
I would prefer if you guys focused on other worthwhile things that need to be fixed or developed instead of wasting your time on this. Thank you.

Kitkat
08-18-2012, 01:10 PM
Have to say option 1 as well. It is incredibly annoying going through high traffic areas (such as jeuno...again) and getting stuck on avatars that you can't yet see, but can still get hung up on due to collision detection. Don't know about the rest of the servers but low jeuno on Fenrir is riddled with afk bazaar avatars to the point of "traffic jam" proportions.

SpankWustler
08-18-2012, 02:08 PM
Option #1, please!

Also, I'd like to hear some of the player arguments against just removing it. Either I'm missing something by not thinking way, way, way, way, way outside the box or they'll be good for a laugh.

...

"Oh, I stuck my collision detection
In the little skunk's hole
And the little skunk said,
'Well, bless my soul!
Take it out! Take it out!
Take it out! Remove it!'

Oh, I didn't take it out
And the little skunk said
'If you don't take it out,
You'll wish you had,
Take it out! Take it out!'
Pheew! I removed it!"

Eric
08-18-2012, 02:09 PM
I choose 1!

Plasticleg
08-18-2012, 02:20 PM
#1

are there actual people who would vote for the latter?

Babekeke
08-18-2012, 05:30 PM
On the test server, if a character does not move for 30 seconds, their collision will be removed. This served as the base of our idea, but we realized there was some feedback that was against this. With that said, we would like to hear you feedback so we can make a decision on how to address this new system.

I just scanned through the test server feedback, and test server bugs posts and I don't see a single mention of this anywhere. Could you please enlighten us as to what the problems are? People are blindly choosing #1 without access to this info, but if the problems were things like after going AFK for more than 30 seconds, POL crashes when you try to move again... then no thanks!


Please choose from the following options:

Implement the collision settings that are currently on the Test Server and continue to make adjustments as necessary based on feedback post-implementation.
Keep it as is and do not implement it in the next version update.


If everyone feels there is no need to rush, option 2 would make it possible to make careful adjustments, including different plans. However, this would ultimately make the players who wanted these adjustments to wait for a while since the priority would drop a bit due to the backlog of other requested client adjustments.

Please let us know which you prefer!

What other adjustments are being asked for, or planned? It seems ridiculous to ask without even a notion of what the plans are.

With that said, this only ever seems to be a problem for me if running from the guidestone (after browsing bazaars) to the mog house as running from a distance of over 50' away means the characters are still loading as I run by and it's easy to navigate around them.

Belmonts
08-18-2012, 06:58 PM
#1 please, thank you.

Tanama
08-18-2012, 11:12 PM
#1 please. No further delays.

Running around Port Jeuno is incredibly annoying as it is right now.

HimuraKenshyn
08-19-2012, 01:13 AM
I like to move 30 secs is tons better than it is now implement it asap lol.

Vivik
08-19-2012, 01:19 AM
I vote to remove it completely. There is no reason for it.

Suteru
08-19-2012, 01:31 AM
#1, make it a couple of minutes though.

After playing FFXIV, everything feels so empty there when I can just walk through everything.

seraphimhunter
08-19-2012, 02:14 AM
Number 1.

I have to agree I don't see any drawbacks to removing collision entirely, especially since I've seen no objections with actual examples of why it would be a bad idea. Besides if immersion is such a concern, then remove collision only in the most congested areas -- Jeuno and maybe Whitegate at the least -- and keep it everywhere else. This is basically a quality of life adjustment anyway and shouldn't require months of deliberations.

And on that note, what's the problem with adding this 30 second adjustment and then, if it doesn't work or a better idea comes along, adjusting it again? Why the need to postpone it entirely if you have other ideas and they're simply not ready yet? If there is a part of the player base that genuinely doesn't want this for whatever fathomable reason, then code in a toggle into the config if such a thing is possible. Both sides win.

Nawesemo
08-19-2012, 07:23 AM
/sigh 1.

but what about the blm's ; ;

Kaisha
08-19-2012, 07:44 AM
30 seconds is too long. No reason it can't be 5-10 seconds in town.

Same goes for logging out. Why do I have to have a 30 second wait in a friendly area? Anyways, my vote for #1.

Trumpy
08-19-2012, 09:02 AM
i can understand why they wouldnt want to remove it completely. just dont know why people would want to not add the afk removal of collision detection.

I can sit in a spot in jueno for an entire day and i will never see every single person that is there. some never load in until you move and half the time other guys you could see before would disappear. This is how the AH used to be for me. on the radar i could see a huge mass of blue dots meanin players. not be able to run to the AH counter and only see like 10 people there.

Shadax
08-19-2012, 09:46 AM
1 for the love of Altana... tired of running into people in Port Jeuno.

SharMarali
08-20-2012, 03:36 AM
Option 1 please. I would like to be able to leave my mog house without running in place.

Waldrich
08-20-2012, 10:56 AM
#1, please and please.

Authority
08-20-2012, 11:13 AM
#1 .

Deathbeckons
08-20-2012, 11:48 AM
gonna have to go with 1

Kraggy
08-20-2012, 03:43 PM
I choose 3: Remove it full stop.


---

If not possible, 1.

Why anyone would want it not removed it beyond me, unless they simply like to cause problems for people by AFK'in outside the mog house.
Entirely agree, I wish someone who likes the currently frustrating system would explain why they want it at all. I especially would like to know why anyone in their right mind likes this mechanic when, after dying and getting a raise in a large battle, eg. Besieged, loves the way you get delayed by umpteen seconds trying to get away from the next AoE by the mass of players meleeing on the mobs.

Cretinous mechanic is cretinous IMO.

Fretion
08-21-2012, 01:46 AM
#1 please. As others, I would actually like to see it completely removed, but if after 30 seconds is the best we can get for now, please do.

Yarly
08-21-2012, 06:30 AM
voting for option 2

FrankReynolds
08-21-2012, 07:55 AM
option 3, implement the 30 second thing, then ban everyone who argued against it.

voting for option 2

LOL ewfew vfv efv erg tbyr jn wh tm,uk ,m,eyujmy ,rjh kj ruk

wish12oz
08-21-2012, 10:57 AM
Again, It's already possible to completely remove the collision detection using outside sources, not removing it entirely is just hurting us non-hackers.

Camate
08-22-2012, 02:18 AM
Greetings!

After looking over everyone’s feedback on which option is preferred, we have decided to go with option 1. With that said, we will be implementing the collision settings that are currently on the Test Server and will continue to make adjustments as necessary post-implementation based on feedback.

Once the specific schedule for implementation has been decided we will be sure to announce it!

Babekeke
08-22-2012, 03:45 AM
And still no information on what the negative feedback was that had been received, or what changes might be planned?

Kari
08-22-2012, 04:05 AM
And still no information on what the negative feedback was that had been received, or what changes might be planned?

This.
I'm going to go learn Japanese so I can be part of the threads that actually get read.

noirin
08-22-2012, 06:38 AM
i don't really care what the negative feedback was. i'm still rather stoked that this was yet another time i was allowed to vote on something, and my opinion was actually heard.

Kristal
08-22-2012, 05:23 PM
30 seconds is too long. No reason it can't be 5-10 seconds in town.

5 or 30 seconds doesn't matter. When you have 100 people packed at the port jeuno moghouse or an auction house, most will have been afk for longer then 30 seconds.

FrankReynolds
08-23-2012, 07:54 AM
5 or 30 seconds doesn't matter. When you have 100 people packed at the port jeuno moghouse or an auction house, most will have been afk for longer then 30 seconds.

I agree. 5 seconds it is!