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Posted

Is it possible to make the torches on the walls not stop our giant super strong villains and heroes in their tracks?

 

 

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Posted

Still, it'd be nice if their hitboxes weren't as large as they currently are. Or more likely, if the player characters' collision boxes weren't as large, because I've seen that cause problems with more than just torches.

Posted (edited)

In other games, I've seen the collision detection described as "helping the player go where they want."  I'm wonder if it's feasible to do something like that here.  Try to move the player around objects, if possible, rather than bringing them to a dead stop.  Making the player's hit box temporarily smaller might be one way to accomplish this.

 

Surgery curtains are a pain.  If you start in changing their collision boxes, don't forget the curtains in the red side Facemaker, they're pretty bad too.

 

I'm going add "while flying" to the list of annoying collision detection.  The flying animation actually displaces the character up off the floor.  As a result there's quite a lot of CD still below the player.  Which means that you can be stuck on objects that you are flying over and not visibly touching.  There's one instance that the CD box of the player could be reduced I think.

 

Edited by gameboy1234
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Posted
56 minutes ago, Vic Raiden said:

Still, it'd be nice if their hitboxes weren't as large as they currently are. Or more likely, if the player characters' collision boxes weren't as large, because I've seen that cause problems with more than just torches.

Or if they made some other QoL improvements to the character 'intelligence', where your character is smart enough to raise your feet to go up stairs, but too dumb to raise your feet to walk over a 6" high rock, or a body lying on the ground.

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Posted
20 hours ago, srmalloy said:

Or if they made some other QoL improvements to the character 'intelligence', where your character is smart enough to raise your feet to go up stairs, but too dumb to raise your feet to walk over a 6" high rock, or a body lying on the ground.

 

I think this is a point too.  A lot of "clutter"  (I guess it's "environment decorations" or something?) in the game seems to have terrible hit boxes.  You get stuck super easy on them, and even trying to jump can be fraught, it often won't let you until you've backed up a bit.  I think there's tiny protrusions on the object or something that is colliding with the player, but I'm not certain.  Or it could just be some terrible default collision detection, where the larger geometry was manually "smoothed out" somehow.  I'm guessing, without seeing the code and the geometry data, but there's lots of things here that might improve player experience.

 

Speaking of stairs, I'd add NPCs and pets to the list of entities that have problems.  NPCs and pets refuse to walk down stairs, and pets also often run straight at solid objects and refuse walk around them.  The narrow railings on the wooden walkways in Oranbega maps are really bad for this (and make a great test case).  I think this is related to collisions and hit boxes since the AI seems to have trouble with them too.

 

 

 

Posted
11 hours ago, gameboy1234 said:

You get stuck super easy on them, and even trying to jump can be fraught, it often won't let you until you've backed up a bit. 

This seems to be endemic to MMOs; I've noticed with all of the MMOs that I've played that you have no issues with jumping unless you are in contact with a vertical surface like a fence or wall, which acts like it's covered in contact cement, reducing your jump height to 10% or less of what it would be if you're not in contact with the wall. I have to wonder whether it's something low-level, like a change in your collision box when your character performs the jump animation, and it momentarily pushes the collision box into the collision box for the wall/fence, so it keeps you from jumping normally.

Posted (edited)

One of my biggest "what is going on?" events is when you jump to get over something and get stuck on top of it doing a surfing pose, it will not let you go forward or jump, you have to back up and try again. What is that? Really weird that it goes to a specific pose and keeps you stuck like that.

Edited by Marine X
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Posted
7 hours ago, Super Atom said:

An easy trick for getting around the torches is to not walk into them.

No... Start with something easy, like making people not run AE farms or spam the LFG channel asking to join one.

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Posted
19 hours ago, srmalloy said:

No... Start with something easy, like making people not run AE farms or spam the LFG channel asking to join one.

Don't take away my extra revenue source to fund my alts. Maybe we start with something even easier like making people stop assuming that farms are bad and stop complaining about the people that choose to have fun in their own way. Some kind of "mind your own business" patch.

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Posted
5 hours ago, TheMoneyMaker said:

Don't take away my extra revenue source to fund my alts.

You're missing the point of my comment. They suggested that people just stop walking into the torches. I replied that they should start with a goal of something (comparatively) easier, like halting farming, implying that getting people to control their movement better was a Sisyphean task.

Posted
1 hour ago, srmalloy said:

You're missing the point of my comment. They suggested that people just stop walking into the torches. I replied that they should start with a goal of something (comparatively) easier, like halting farming, implying that getting people to control their movement better was a Sisyphean task.

Yep, I missed that point too. Thanks for the clarification.

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