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Erazor

Player on Player Collision detection

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I think players, when bumping into each other, should be stopped in their tracks. No more running through everybody. With artificial bonus' to ganking gone, its time to introduce some real bonus' to ganking that are player influenced.

Groups of players could encircle an enemy player so he can't run away (ganking bonus). Groups could pin others to a wall, form protective shields around weaker players or key targets, or just generally deny enemy players passage (GH hopping).

It would certainly create more interesting gameplay and situations. Tactics and outside-the-box thinking on the battlefield would be encouraged, plus it would also be a boost to two handed (or support) weapons, as they could then not be cherry picked out of a group and could actually support a group in flank attacks.

Usually the only real reason not to add player on player collision detection is that noobs or griefers could go afk in a door and block a path. With the previous addition of push / pull, thats not an issue in wurm. Other reasons not to include it is lag. But with the low player count on wurm, would it really affect things?

Thoughts ....

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I think players, when bumping into each other, should be stopped in their tracks. No more running through everybody. With artificial bonus' to ganking gone, its time to introduce some real bonus' to ganking that are player influenced.

Groups of players could encircle an enemy player so he can't run away (ganking bonus). Groups could pin others to a wall, form protective shields around weaker players or key targets, or just generally deny enemy players passage (GH hopping).

It would certainly create more interesting gameplay and situations. Tactics and outside-the-box thinking on the battlefield would be encouraged, plus it would also be a boost to two handed (or support) weapons, as they could then not be cherry picked out of a group and could actually support a group in flank attacks.

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Iirc it was on test for a while, and I don't think there was massive issues caused by it, so...

+1

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Hrm how about pushing/shoving other players around? A quick comparison of body stats would probably be fine.

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Iirc it was on test for a while, and I don't think there was massive issues caused by it, so...

+1

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When it was on the test server sometimes it diddnt work right and the collision box would lag a bit, and if this happened at a key location, like a doorway, you could not get through it for 4 or so seconds even though the door was open, but other than that there were no problems with it. As long as the collision box isn't gigantic, it should be okay. However a problem I see with it is /stuck, if you used it you could easily teleport through a character, and making a fix for this with the way wurm works would likely be too buggy to be implemented.

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Okay guys, once this is implemented, everyone make a circle around the NT token!

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Player collision detection (at least on wild)

+1

(Actually +10000 but I'd rather not look too dang stupid right?)

As "Pink Pearl" said, push/pull solves griefing.

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Hrm how about pushing/shoving other players around? A quick comparison of body stats would probably be fine.

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I think this is a great idea +1 Make it so wild server has player collision only. That way its wild you can kill the person if they are greifing you / trying to box you in. Player collision could remain the same on Home servers, too much of a greifing possibility without being able to kill them. involving Gms etc etc  .

Player collision for Wild server only definitely +1

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Okay guys, once this is implemented, everyone make a circle around the NT token!

i'm guessing you'd need about 20+ players to form a circle around the token to effectively block it from being selected & used. Even then one could push a player to get access.

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Okay guys, once this is implemented, everyone make a circle around the NT token!

i'm guessing you'd need about 20+ players to form a circle around the token to effectively block it from being selected & used. Even then one could push a player to get access.

I think he meant to stop new players getting anywhere when they spawn.

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Okay guys, once this is implemented, everyone make a circle around the NT token!

i'm guessing you'd need about 20+ players to form a circle around the token to effectively block it from being selected & used. Even then one could push a player to get access.

I think he meant to stop new players getting anywhere when they spawn.

push them away from token then to make a small hole?  srsly how many groups of 10+ people have hours to spend standing around a token?

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push them away from token then to make a small hole?  srsly how many groups of 10+ people have hours to spend standing around a token?

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Okay guys, once this is implemented, everyone make a circle around the NT token!

i'm guessing you'd need about 20+ players to form a circle around the token to effectively block it from being selected & used. Even then one could push a player to get access.

I think he meant to stop new players getting anywhere when they spawn.

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I think players, when bumping into each other, should be stopped in their tracks. No more running through everybody. With artificial bonus' to ganking gone, its time to introduce some real bonus' to ganking that are player influenced.

Groups of players could encircle an enemy player so he can't run away (ganking bonus). Groups could pin others to a wall, form protective shields around weaker players or key targets, or just generally deny enemy players passage (GH hopping).

It would certainly create more interesting gameplay and situations. Tactics and outside-the-box thinking on the battlefield would be encouraged, plus it would also be a boost to two handed (or support) weapons, as they could then not be cherry picked out of a group and could actually support a group in flank attacks.

Usually the only real reason not to add player on player collision detection is that noobs or griefers could go afk in a door and block a path. With the previous addition of push / pull, thats not an issue in wurm. Other reasons not to include it is lag. But with the low player count on wurm, would it really affect things?

Thoughts ....

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Actually here's a little update to the idea that should solve ALL griefer problems and also a lot of lag issues:

Only have collision detection between players of opposing kingdoms.

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Actually here's a little update to the idea that should solve ALL griefer problems and also a lot of lag issues:

Only have collision detection between players of opposing kingdoms.

+1

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i like this idea.

So... does this mean you'll work on it, or you just saying u like it as a player? :)

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such a simple solution lol, great you found it. that would indeed solve the problems.

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I think it should actually work within the same kingdom on wild server when it's first put in at least, That way people can at least see what they are up against and wont get any nasty suprises next time they meet with enemies.

Would be real fun to be running around in scale and get stuck inside a enemy or something silly, and die purely because of it ;)

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I think it should actually work within the same kingdom on wild server when it's first put in at least, That way people can at least see what they are up against and wont get any nasty suprises next time they meet with enemies.

Would be real fun to be running around in scale and get stuck inside a enemy or something silly, and die purely because of it ;)

that would be incredibly fun for somebody. ;)

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