Originally Posted by Jagd
Leave em alone... Are you guys still getting the door bug? I haven't seen it in months.
And BadAsh, didn't you steal your idea from cavern doors anyways? LOL!
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For clarification there are two issues with doors that I am aware of. The first is a lag problem triggered when you open a door. You open the door and then are slammed for a few seconds by very bad lag and your world slows down like you are swimming in molasses. This one has been addressed and I have not experienced it after the adjustments were made by SOE. The second problem with doors is that sometimes they seem �stuck� shut as the proximity detection that opens them fails to acknowledge that you are within triggering range. So you end up running into the door face first, then the enemy reaver you were running from rocket spams you to death, then the damn door opens. LOL
The Cavern doors have the exact same functionality as surface doors with the single exception that the door vanishes rather then sliding open. If you get near them they open even if you don�t want them to open and they can get �stuck� as described above, etc.
What I am suggesting is something more akin to the protective fields that lead to the sanctuary warp gates. This avoids the �trigger zone� for the door opening/vanishing sequence to start. Whatever method they used to determine who could and who could not pass through the warp gate bubble works much faster and effectively. The two things that would have to work differently would be (1) the field would need to be opaque and not semi-transparent to prevent peeking through and (2) the field would need to come down if hacked or a friendly passed through it to facilitate the same functionality of the old doors (i.e. maintain the possibility of opening the portal to accidentally let the enemy in). The key difference here would be that the field would not �open� or come down until a friendly passed through it. Thus, no more getting �stuck� waiting for the door to open and no more accidental door openings.