I got the impression that Yoshi explicitly stated it was removed because "players didnt like to go around mobs and other players"
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I understand a little bit of latency, like when im playing next to a friend and we argue over whos really further ahead lol.
But its rediculous when someones character is flying up a wall when the should be on the other side of town. If a few people encounter this problem and especially more so in certain cities, then its kinda an issue on SE's end that needs fine tuning. I barely encounter latency like that in any other mmo, if I do then its rare, but for it to happen so extreme then i do think something is wrong.
Its due to how often the server updates the positions of players. You can't get everyone's new position every frame so the game interpolates between their current and previous position to move them. If they're moving in a straight line, that's fine, but when people go around corners or navigate an obstacle, that can result in players going where they shouldn't.
@OP: I fully agree. People are too used to just run through every obstacle, yet no one complains it doesn't work like that irl. Yes it's a game, yes it has elements that are unrealistic, but 2 objects in one place are not unrealistic but impossible.
Full collision detection has potential problems because of people blocking the way (there are ways around this too), but partial collision detection should definitely be implemented (at least player vs hostile). It makes much more strategy possible, like tanks actually protecting the magi behind them.
I did some searching, and as far as I can tell, there has been no reason given for the removal of collision detection specifically between players or players and mobs. If anyone can find one, I'd be glad to see it.Quote:
Originally Posted by R-Odin
However, a less specific statement can be found in the table of update plans as seen in Letters from the Producer, such as III and X; the statement occurs under the plan of environment collision detection, but the statement itself seems more general, referencing "collision detection" of no certain kind. There is a separate item in the table for character collision, but it is left unexplained.
"Risk analysis of collision detection adjustments to improve movement response"
Interpret that however you like; to me it says that collision detection adjustments are being made in order to improve movement response, where response is used in a technical capacity to refer to the concepts of response time and responsiveness (http://en.wikipedia.org/wiki/Responsiveness).
I'm not saying I'm right; but I'm not pulling **** out of my *** either.
Well that's a relief if it's temporary. Hopefully when they fix the servers they can implement collision back. However, I do so "fondly" recall when Yoshi said something to the effect of some players found collision annoying when moving around. I didn't think it was a technical issue, but rather a response to players complaints. But I guess we will see in due time.
FFXI had the proper collision system. You bump, but you can push through something if you keep going.
If they bring back collision, something will need to be done about the market wards though.
the beast-men camps that have already been added, i hate how you can run right threw their wagons.
they may bring it back after the zones are remade, everyone complained about LL and not being able to go over little rocks. I thought that's why they removed it, as a temp hold over til jump was implemented. I could be wrong though, my memory isn't all that good.
On Playstation Home if you run into another player it pushes them away from you instead of you running right through them. It looks a bit silly but its another way of doing it. I have also seen games where if you run into another player you will stop but if you keep pushing forward you can eventually run through them. There is no reason why this game can not have collision detection they just need to be creative with how they do it.
Oh boy, now he's necrobumping his own threads...
It's a good point though.
I played one game where trying to run into another character would cause them to slowly rotate around you, the faster you moved to try and push them the faster they'd spin around behind you. once you moved away their character would center back onto the spot they started on.
Can't remember what game did this but I had great fun finding ways to still push people off cliffs on it.