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Originally posted by shadow9d9 Finally! Someone who gets it! Thanks, Shadow9d9! For freakin sakes, is an MMO open world concept so hard to understand? DAoC, AC and yes even WoW were open. But then came a slew of MMO's that subdivided their zones with zone walls and portals. No more climbing a mountain to find a hidden pass into the next territory, etc. Hell, I am playing Tera Online right now, as far as I can tell so far, it's also open world design; but Warhammer was decidedly not.
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Originally posted by Axxar They're still not instanced.
Let's try to keep this simple: if a player has to go through a portal to enter the next zone, it's instanced and NOT A OPEN world design.
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Originally posted by ShakyMo Actually, you can see the portals, the single points of entry into the next zone, very unlike in WoW where you can enter a zone by crossing from anywhere accessible. |
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WAR: what went wrong?
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Collision Detection in Camelot Unchained: Yes or No?
General Discussion « Camelot Unchained 3/15/13 4:16:35 PM
Originally posted by Niix_Ozek Umm, that's the topic of this thread and I don't change my position or principles based on popularity contests. Even so, it appears far more prospective CU players support collision detection implementation, so I don't expect the topic will disappear anytime soon. |
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Collision Detection in Camelot Unchained: Yes or No?
General Discussion « Camelot Unchained 3/14/13 12:59:44 PM
Originally posted by Rhoklaw
How wonderfully inconsistent of of you! Not positive in any way? But you don't disagree with implementing CD in MMO's? Most people who make a distinction between the use of collision detection between players and the procliviries of particular game engines in which they are used; observe that all of CD's supposed problems are not actually caused by CD, but by the limitations of the game engine and hardware. It's seems an obvious point, but one that gets utterly ignored. Not being able to walk through an object isn't a bug, it's a feature. Not being able to walk through an object because said object hasn't been rendered properly so you can't tell it's there and CD treats it as real and blocks you: That is a bug and a flaw in the game engine.
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There will be no PvE, doesn't mean there won't be NPC's or the occasional mob or other environmental creatures, but the game will not reward players for killing mobs by XP or loot. The leveling system will be via RvR and Crafting and be based on a horizontal structure versus the very common vertical model found in nearly every MMO.. |
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I think a goal in CU will be to have a variety of activities going on simultaneously unlike the typical battle grounds of WoW or Rift, or even WvW in GW2. The "raid size" activities will be Castle Sieges, and unlike other PvP games, these fortifications won't be getting flipped every 10-20 minutes, thank goodness! But a whole slew of small to medium to large conflicts will be occurring on a near constant basis because each realm will have to consolidate its holdings by fortifying positions and securing resources while protecting the realm's production sites. And, while doing all that, will have to apply constant pressure on the enemy realms in order to keep the enemy from doing the same to them. Striking a balance between defense and offense will be a major challenge. Little skirmishes will happen constantly as the realms move to find their equilibrium. Decisions will have to be made of whether to use resources to build or repair new positions or destroy and pillage the materials from newly conquered holds. Over extending will cost a realm a lot if the enemy realms can outflank and attack the farflung holds. Fortified positions ranging from small entrenched camps to Keeps, Towers and Castles as well as mines and bridges will be of tangible benefit to the realm that controls them. The reason secure bases will be useful is quite simple: they will be the only places where you can be reasonably safe to craft and process resources in order to support the war machine for your realm. Building siege weapons, resource processing, materials for repairing/constructing fortifications, building housing, making weapons and armor all require facilities in order to be possible -nearly all of which can be destroyed or captured by the enemy realms. And, not everything will be centered on fighting over structures and resources, roving forces will collide in open battle as they move about their business. Small groups or solo players will spy on the enemy in order to set the ground work for assaults and major forays. Attacking the enemy where they are most vulnerable will be the key, because fortifications will be a challenge to capture and even more bitterly lost. The material and time investments to upgrade and construct such holdings will buy a reasonable degree of security for players and guilds. So, in short, I think there will be a lot going on, big and small scale. |
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Collision Detection in Camelot Unchained: Yes or No?
General Discussion « Camelot Unchained 3/11/13 7:44:41 PM
Originally posted by Odaman No more than the steel plating in the Titanic's hull was responsible for it sinking.
As for myself, I'd point out the iceberg as being the cause. |
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Collision Detection in Camelot Unchained: Yes or No?
General Discussion « Camelot Unchained 3/11/13 7:40:05 PM
Originally posted by Odaman Collision detection exists in every game. It determines how game objects will intersect with each other. Implementing it on players is a filter setting of an existing system in any game engine. It's also highly modular and can be turned off or on rather easiliy. |
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Collision Detection in Camelot Unchained: Yes or No?
General Discussion « Camelot Unchained 3/11/13 7:29:55 PM
Originally posted by Malevil WAR's server performance fails weren't due to having collsion detection even though people want to conflate the two things. Not having enemy player renders so you can see them but still being blocked by them is very annoying, but CD isn't to blame for that problem. |
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Collision Detection in Camelot Unchained: Yes or No?
General Discussion « Camelot Unchained 3/11/13 6:31:47 PM
Originally posted by Niix_Ozek
Never said it couldn't happen without CD only that it happens far more rarely and involves more button mashing and the foregone conclusion (with very few exceptions) is that the bigger group always wins. The exceptions prove the rule. Smaller forces can defend a Keep rather well because Keeps are force multipliers, as I mentioned. CD enhances this further by allowing the same situation but using players as walls instead of just the in-game structures. This means you can have serious contentious and dynamic conflicts nearly everywhere in the game and not just in a Keep or Castle. In open areas a larger force will have the advantage because they can surround the smaller, in a Keep or chokepoint, smaller groups will have a big boost becuase the larger group has no real space to apply their greater power. Steam rolling gets boring rather quickly for all parties involved. I played DAoC for two years before ToA, I know very well how the was, CD would have added far more depth. The best fights are made around the last stands and the turning of the tide against an opposing force. You could do all that in DAoC but you had to use LOS tricks in order to make it happen. (Fast travel isn't speed class related, it's instant portaling, etc.)
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Collision Detection in Camelot Unchained: Yes or No?
General Discussion « Camelot Unchained 3/11/13 6:08:26 PM
Originally posted by Niix_Ozek
If you want something more than just button mashing and the predominance of large groups of players steamrolling smaller groups, you have to allow for some real and concrete factors to play out. Otherwise, all encounters will play out the same predictable way everytime. One such factor is force multipliers such as fortified positions that can be relatively easy to defend against a larger force. Another factor is having chokepoints or bottleneck areas that can be held to slow or stop the movement of a larger enemy force. Collision detection means that every player has a value just by holding their ground, they can't be ignored simply by walking through them. Objectives can actually be guarded in a more tangible manner and not just be about one group of button mashers fighting another group of button mashers. If a keep is heavily defended, it would be very costly to try to capture it, this is how it should be. This is why Mark Jacobs doesn't want fast travel in the game. You fight the enemy where they are their weakest and you should get rewarded for doing so. But sometimes you will just have to deal a situation. For example, take two players who are defending a narrow chokepoint. They will delay a larger group, the larger group will have to deal with the two defenders and not just pass through them. Additionally, it is entirely conceivable that 10 defending players could effectively hold that narrow pass because the space would only allow a small number of the opposing force to actually engage the defenders. But, consider that the narrow space also allows for the very effective use of AoE to counter balance things for both sides. Without CD, just run through the two or ten defenders and truck on.
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Collision Detection in Camelot Unchained: Yes or No?
General Discussion « Camelot Unchained 3/11/13 4:28:30 PM
Originally posted by Plastic-Metal No plus one for you! That was entirely too predictable! I would still play CU if it doesn't have CD, but I do think that if it is trying to attract long term hardcore RvR players, it will want to have such a mechanic in place in order to keep the battles more dynamic and avoid repetitve zerg driven flip flops. Smart tactics should always give an edge in any fight, large or small. |
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Collision Detection in Camelot Unchained: Yes or No?
General Discussion « Camelot Unchained 3/11/13 3:37:33 PM
Originally posted by Niix_Ozek Don't you see? Smart tactics would be encouraged because being mired down in such an engagement would not always be a foregone conclusion. Why attack one point? Why not have several prongs of the attack thus splitting up the defenders and placing strain upon their efforts? If you literally can't get to a location becuase of the crowd, maybe some thought should be put toward other objectives or flanking maneuvers, etc. A whole new way of thinking tactically emerges when some sense of gravity and, yes, reality, are given to a situation. I consider the more considerations players have to choose from the better, it creates a less flat experience and diversifies all the branches of player's decision tree.
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Collision Detection in Camelot Unchained: Yes or No?
General Discussion « Camelot Unchained 3/11/13 3:24:55 PM
Originally posted by Tumblebutz
Here's my take on some of your points: Account for impenetrable blockage of chokepoints. If it's impenetrable, that means it is very well and actively defended, stop attacking the enemy at their strongest point or reassess and take the fight somewhere else. Account for getting trapped in the zerg. Outflanking, encircling and trapping the enemy by having overwhelming numbers is part of the reason you try to have a large force in play, the counter to this are chokepoints and fortified positions, in open fields; the large force will always have the advantage if they play to their advantage wisely. Account for the possible slide-show-lag-fest at sieges. That kind of applies to everything in the game, so it's a rather redundant stipulation in regards to collision detection.
It's really not a tough sell at all. |
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Collision Detection in Camelot Unchained: Yes or No?
General Discussion « Camelot Unchained 3/11/13 3:16:35 PM
Originally posted by Laec
What you refer to is collision detection, a method based on the "mud" filter most likely.
Congratulations, you like CD in games!
Also, large hordes of players should be clusterfucks, just like in real life when you have masses of people trying to occupy a small place. |
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Collision Detection in Camelot Unchained: Yes or No?
General Discussion « Camelot Unchained 3/11/13 3:13:09 PM
Originally posted by Odaman
Hogwash!
Having collision detection between players does not force devs to add "pulling" or "knockback" abilities to the game. That's utter rubbish. Talk about thinking deeply, sheesh!
CD doesn't mean "forced" anything, it does mean you can't walk through things with impunity. |
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Collision Detection in Camelot Unchained: Yes or No?
General Discussion « Camelot Unchained 3/10/13 1:11:42 PM
Originally posted by dynamicipftw Every game in existence has collision detection, yes, even Tetris. |
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POLL: Should there be some type of Player to Player Collision Detection in CU?
General Discussion « Camelot Unchained 3/10/13 1:09:40 PM
Originally posted by ShakyMo I just caught that, I pulled the description from a gaming blogger, based on his own descriptions: WAR definitely used the MUD type for friendlies in combat, and "Water: for friendlies when out of combat. "Stone" for enemies at all times. But, I also recall that WAR chnaged how CD worked in the game at some point. |
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