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  1. #1
    Player
    Soukyuu's Avatar
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    Crim Soukyuu
    World
    Ragnarok
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    Pugilist Lv 50

    Collision detection: Envirnoment and Monsters

    So, I guess the [dev1029]-tag is more about improving the collision detection with the environment, e.g. rocks, so that we won't get stuck on insignificant height differences etc. While this is an important part of collision detection, there is another type which interests me more: collision detection with monsters.

    While I understand why you decided to remove the collision detection with other players, removing it for player-monster relationship is imho suboptimal.

    Why not leave the collision detection in the game, but only for player vs enemy scenario? Especially if it's done right, i.e. a monster really not being able to pass through a player and vice versa. This would allow us to use more strategies like a tank blocking a monster from reaching the healer at the back.
    (13)

  2. #2
    Player
    Onidemon's Avatar
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    Ul'dah
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    Character
    Aaran Oni
    World
    Faerie
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    Gladiator Lv 70
    It will just over complicate things and could become quite glitchy and annoying in some scenarios.
    (6)

  3. #3
    Player
    Soukyuu's Avatar
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    Crim Soukyuu
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    Ragnarok
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    Pugilist Lv 50
    I don't see anything overly complex nor glitchy with it, assuming it's done right.
    Players are too accustomed to being able to pass through other players and/or monsters yet no one questions why we cannot pass through a wall for example. So how is that different?
    (6)

  4. #4
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    LuciBlack's Avatar
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    Character
    Lucious Black
    World
    Balmung
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    Thaumaturge Lv 50
    I would like to state my opinion on collision.

    It is a necesary form of realism in any virtual world. SE had that idea to create a realistic fantasy environment. Yet seems to be lacking the idea in this game title.

    If you fall do you not bleed? Like in a lot of other games, if you fall from high above your health gets depleted, not like health in this game matters, to much, until we have a more harsh death penalty. Jumping from a higher ground should consequence a negative result.
    Same as the realism of running into someone. It is annoying when someone is in your way, but we cant change that, what we can change is going around the person. Which is finding a result to a complication. Thus strengthening your perception and ability to judge situations and building your skills to be a more intelligent individual.

    When SE takes away simple annoying complications, its when we are being pampered too much and taking us out of the realism. We shouldnt be treated like children, unless your intent is to walk us through this entire game holding our hand. A virtual world should come with its struggles, and daily challenges just as real life. I believe it would help the game prosper more. I would hope that most people like to be challenged, and is why you are playing a game in the first place. A challenging game that is entertaining will bring what the company wants, more clients. If the client can easily concur any challenge, then it will soon become too dull for the pleasures, thus the person will seek to find more entertainment elsewhere.

    I do think SE can and will create an amazing game with FFXIV, it will just take time.
    (7)

  5. #5
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    I believe the removal of collision had to do with the fact that in FFXI, players could purposefully inhibit the movement of another player while in combat making them unable to move when necessary for positioning or evading certain abilities. Often the tactics of battle may involve sidestepping a certain skill, averting your gaze or moving away to exceed the range of a damaging skill for safety. With collision there may be multiple players interested in what you are fighting and choose to intentionally block your abilities to use safer tactics in hopes of your potential failure. Many players would use third-party tools and .dat modifications to take away character collision in FFXI.

    So although as unrealistic as it may be to be able to walk through another player, it can be unfair to be unable to move properly when necessary due to simply having others around you whether they have ill intentions or not.

    As for monster collision, with the party sizes of certain groups of enemies and the sheer size of some monsters, movement can be difficult at times. They even removed the /follow trait of monsters seeing as they may also inhibit a player when needing to sidestep or such. I would hate for losing a battle because I could not move with 10 goats stuck to me. Also if many players are intentionally able to block the free movement of a monster, terrain exploitations may become possible with narrow passageways.
    (3)
    Last edited by Hotohori; 03-13-2011 at 05:59 AM. Reason: Typo

  6. #6
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    Quote Originally Posted by LuciBlack View Post
    I would like to state my opinion on collision.

    It is a necesary form of realism in any virtual world. SE had that idea to create a realistic fantasy environment. Yet seems to be lacking the idea in this game title.

    If you fall do you not bleed? Like in a lot of other games, if you fall from high above your health gets depleted, not like health in this game matters, to much, until we have a more harsh death penalty. Jumping from a higher ground should consequence a negative result.
    Same as the realism of running into someone. It is annoying when someone is in your way, but we cant change that, what we can change is going around the person. Which is finding a result to a complication. Thus strengthening your perception and ability to judge situations and building your skills to be a more intelligent individual.

    When SE takes away simple annoying complications, its when we are being pampered too much and taking us out of the realism. We shouldnt be treated like children, unless your intent is to walk us through this entire game holding our hand. A virtual world should come with its struggles, and daily challenges just as real life. I believe it would help the game prosper more. I would hope that most people like to be challenged, and is why you are playing a game in the first place. A challenging game that is entertaining will bring what the company wants, more clients. If the client can easily concur any challenge, then it will soon become too dull for the pleasures, thus the person will seek to find more entertainment elsewhere.

    I do think SE can and will create an amazing game with FFXIV, it will just take time.
    Two spectrum in any gameplay device are "realistic to unrealistic", and "fun to frustrating." The fun to frustrating spectrum always comes first. I cannot stress this enough. Ask any game designer and they will tell you the same thing. A game is not real life, and that's what makes it fun. And because I see many people arguing in favor of realism, that's the reason behind my signature.
    (6)

    Yes I do have a My Little Pony sig because I'm not a complete loser who lives in his own little world, proclaiming something is stupid because I say so.

  7. #7
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    having too realistic collision detections hinders more then anything. Like player to player, ppl go afk in the wrong places. doorways, hallways. Some do it on purpose and make a wall of players. DCUO is having this issue with protesters holding ppl hostage. Moster CD will suck worst. Imagine running from aggro and there are a group of goats in the way. And you trip up on them and die. This can be time consuming and frustrating.


    Also how realistic is 12 hour days? Or the fact we don't age, or jump or swim or sleep or go to the bathroom.

    >.>

    If you want a realitic game play two worlds 2 and go shoot rhino with a bow and arrow. And cheeta and babboons. These are very realistic stuff also.
    (2)
    Last edited by Kilta_Firelotus; 03-13-2011 at 06:45 AM.

  8. #8
    Player
    DeadRiser's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Kipp Kaida
    World
    Sargatanas
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    Conjurer Lv 70
    Quote Originally Posted by Kilta_Firelotus View Post
    having too realistic collision detections hinders more then anything. Like player to player, ppl go afk in the wrong places. doorways, hallways. Some do it on purpose and make a wall of players. DCUO is having this issue with protesters holding ppl hostage. Moster CD will suck worst. Imagine running from aggro and there are a group of goats in the way. And you trip up on them and die. This can be time consuming and frustrating.


    Also how realistic is 12 hour days? Or the fact we don't age, or jump or swim or sleep or go to the bathroom.

    >.>

    If you want a realitic game play two worlds 2 and go shoot rhino with a bow and arrow. And cheeta and babboons. These are very realistic stuff also.
    And what does this have to do with the topic? Do you people actually read what the OP said? My God....

    Anyways, I think they should bring back player to enemy collision. It makes sense that we should have it. Running through mobs is just... not immersive at all.
    (1)

  9. #9
    Player
    PSxpert2011's Avatar
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    Mar 2011
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    Psxpert Sylph
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    Excalibur
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    Pugilist Lv 50
    Quote Originally Posted by DeadRiser View Post
    ...bring back player to enemy collision. It makes sense that we should have it. Running through mobs is just... not immersive at all.
    To a certain extent that collision exist but shouldn't hinder the player. It would stop you in your tracks but you should still be able to walk/run through(as to say your pushing it out of the way, unless its a immovable object). FFXI perfected this and it's a dated system, why can't FFXIV be the high-standard of these codes programable into the 'best MMORPG' every made by SE. State-of-the-art technology ppl, show it to us! O_o
    (0)


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  10. #10
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    to add since I cran outa room

    THIS GAME WAS TO NOT BE AS TIME CONSUMING AS FFXI.
    IT IS NOT HAND HOLDING TO BE LESS TIME CONSUMING TO DO STUFF.
    (5)

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