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2013-02-07, 02:49 PM | [Ignore Me] #1 | ||
Lieutenant Colonel
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Gets annoying after a while.
You hunker down for a shot and some dude walks right through you and in your line of fire. + Grief points Or, Some opponent walks though you while "Quick knifing" and never slows a beat. You are dead. Or, Your max is blocking a doorway or top of stairs, but it stops no one. They walk right through. ETC.. |
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2013-02-07, 03:01 PM | [Ignore Me] #3 | ||
Contributor Major
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I. Never played it, but i remember reading that War Hammer Online solved griefing with player collision by allowing to "push through" (pass through slowly) other players. Neat idea, because it makes collision important and useful in battles, yet prevents people for using it to annoy others.
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2013-02-07, 03:02 PM | [Ignore Me] #5 | |||
PlanetSide 2
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OR how about some one tosses a grenade and you bump into the people in the room trying to get out of the way ETC... I would rather be unimpeded both have their issues but I think walkthrough allows for less frustration |
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2013-02-07, 03:07 PM | [Ignore Me] #6 | |||
Corporal
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I think the walk through part is just fine. I think Grief on the other hand should be turned way up. There is no real penalty currently from TK'n |
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2013-02-07, 03:23 PM | [Ignore Me] #8 | |||
Have you played Team Fortress 2? In TF2 it is not so much a "collision" with other players it is more of a "gliding". You glide along the other players and it doesn't hinder you at all, it works really great. The Dbags standing in the door... I think they would not do it that often with FF enabled Plus the "gliding" would not really allow that too if done right. I would say that bugfixing and Metagame are more important than this, but if some guys on your team have some sparetime, this might be a good idea.
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Last edited by Sturmhardt; 2013-02-07 at 03:33 PM. |
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2013-02-07, 03:41 PM | [Ignore Me] #9 | ||||
Lieutenant Colonel
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As far as grenades, check your fire. That's no different then right now. Quite sure 70% of the games current Grief is because of no collision and people jumping though you to get a shot. I would rather have collision and a slow push though than no collision at all.
Hell, add collision and maybe people will use fire lines instead of Gang-humping a doorway to get the last shot. Also, have I mentioned how lame quick knifes are coupled with this? Does not parse. There would be no one left as everyone would be Grief locked. Last edited by MrBloodworth; 2013-02-07 at 03:50 PM. |
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2013-02-07, 04:42 PM | [Ignore Me] #10 | |||
Lieutenant General
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As for grenades... PLEASE MAKE THE DOORS WIDER, you always hit the doorpost anyway... >__<' You don't have the issue where doors have been widened. In PS1 the only place where this was an actual issue was when TR MAXes deliberately locked down in front of the tubes or doors in the spawn room - same for vehicles at vehicle pad exits and base exits (these were automatically deconstructed after 15-20 seconds when they were too close to a pad or building exit, allowing the player to move away still). Collissions for autodrive and getting out of the tube was solved by making the collision detection not function right around a spawntube. Collision detection also didn't function for friendlies with respect to PS1 TRAPs (tank traps). There have never been issues since, aside from deployment of TRAPs wrt friendly or enemy routers and AMSes, as they did not have any interference radii. The door width was large enough to never be a problem. In fact, it wasn't even a problem in the very narrow corridors. Tbh, I think the collission complaint is exagerated (much like the door issue of a door opening for one person but not for the other - it occured, but hey, you win some, you lose some. Locational issues beats permanently getting shelled with HE, IMHO). You could also solve collission issues by allowing to push someone out of the way by consistently pushing into them. Avoiding the issue creates other issues. Even if we move through friendlies, we should not move through enemies. Very annoying when trying to knife that they're suddenly behind you. Last edited by Figment; 2013-02-07 at 04:44 PM. |
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2013-02-07, 04:43 PM | [Ignore Me] #11 | |||
Private
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They should reduce damage on friendlies imo - like 50%
Collision for players would be horrible. Shoot one DBag blocking the door, the next one will block the way. It could be an option against hostile infantry. That would stop an enemy LA/Infiltrator rampaging/running through a larger group unmolested, because if you try to shoot him the chances are you kill 3 allies and he barely gets a scratch if you try to shoot him.
Last edited by Killjaeden; 2013-02-07 at 04:45 PM. |
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2013-02-07, 05:29 PM | [Ignore Me] #12 | ||
First Sergeant
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Beat a dead horse time.
Bring back stamina. 50% stam loss for pushing thru someone 10% stam loss for jumping....yay less bunnies. gradule stam loss for sprinting....maybe people will slow down and peek around corners for a change rather than sprinting everywhere then complaining that they continually get shot in the face by scat maxes. |
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2013-02-07, 05:46 PM | [Ignore Me] #13 | |||
Lieutenant General
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But in the current situation, you always throw a bit to the right, so you can try to compensate for that, but even then you usualy have to know what you're aiming for, so you have to look out, which you can't due to the wall being too narrow. A slightly wider door would make it easier to throw through while seeing your target (bounce object). |
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2013-02-07, 06:02 PM | [Ignore Me] #14 | ||
Sergeant Major
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I forgot this existed in PS1. In my MAX suit I'd deploy in doorways to CCs sometimes.
"Excuse me, could you move" voice emotes aplenty from people. Does seem strange, but there are pretty solid reasons for/against.
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2013-02-07, 06:11 PM | [Ignore Me] #15 | |||
Lieutenant General
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However, I can't say it ever bothered me, I just accepted it since block griefing was a very rare occurance anyway. Hell, it was fun when SnuggleMe, HuggleMe, CuddleMe and some other similar name showed up in NC MAX suits and started to surround unsuspecting AFK players for a quick hug which they could barely escape from (could just about jump out of that). I'm not concerned with it at all. Certainly not now the amount of exits has increased for spawn buildings. I'm more concerned with turrets blocking the passage or being used as deathtrap at the end of a preset launch or elevator path. |
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