Author Topic: Shield Collision Detection too small of an area  (Read 5878 times)

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Offline awesomeasaurus

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Shield Collision Detection too small of an area
« on: October 04, 2011, 03:34:14 am »
+9
please see: http://forum.c-rpg.net/index.php/topic,17177.0.html

Shields are nearly useless to use to body block on siege or battle alike. I think this should be reverted or fixed. Discuss.


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Offline Diomedes

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Re: Shield Collision Detection too small of an area
« Reply #1 on: October 04, 2011, 03:51:10 am »
0
*edited to remove silliness*
« Last Edit: October 04, 2011, 04:28:38 am by Diomedes »

Offline Digglez

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Re: Shield Collision Detection too small of an area
« Reply #2 on: October 04, 2011, 03:57:49 am »
+1
Mine works well enough.  It's a little harder post-patch, sure, but it just takes a little more active facing towards the oncoming projectiles.

BODY BLOCKING, as in stopping opponents movement....has nothing to do with projectiles.  Stopping people from moving THRU YOU if you are holding your position with shield up.  People just walk right by me like I'm a stick figure instead.

1 person with the top 2 widest shields in the game (heavy round/huscarl) used to be able to block movement thru standard doorways, now people can walk right by you when shield is up
« Last Edit: October 04, 2011, 03:59:55 am by Digglez »

Offline Malaclypse

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Re: Shield Collision Detection too small of an area
« Reply #3 on: October 04, 2011, 04:20:42 am »
+4
This needs to be addressed. The main benefit of playing as a shielder are the tactical applications. I would understand if this was only effecting people like me who use a buckler, but round shields and things of similar or greater size should be able to hold choke points with a bit more ease. People phasing through yo' shizz is lame.
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Offline Cyclopsided

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Re: Shield Collision Detection too small of an area
« Reply #4 on: October 04, 2011, 04:34:46 am »
0
I need to test this.
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Offline Relit

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Re: Shield Collision Detection too small of an area
« Reply #5 on: October 04, 2011, 10:20:20 am »
+2
I also would like this looked into and fixed if it was done unintentionally. Ive been able to walk threw shielders blocking a doorway too many times now, it just looks silly.

Offline Slamz

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Re: Shield Collision Detection too small of an area
« Reply #6 on: October 04, 2011, 10:24:54 am »
+1
It would be interesting if a shield could have 1 hit box for damage and a second, larger hit boxes for clipping (people moving through them).

I'm fine with someone having a 1 shield skill and a small shield and getting hit around the shield easily, but if I'm holding up a giant huskarl shield, people should have to go around me by at least the physical width of the shield.  Two huskarls in a narrow hall should be able to completely block it.

Earlier today, Fallen was practicing shield wall techniques and I never had any trouble just walking right through them, even though their shields had no visible gap between them.  You just push into them and you're through.

Course I got mauled on the other side but the point is I shouldn't have been able to just walk through their shields.


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Offline Digglez

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Re: Shield Collision Detection too small of an area
« Reply #7 on: October 05, 2011, 05:56:42 am »
+6
Heres a short video highlighting how bad the problem is.  (Sorry meant to do it in higher rez, but whatever)

http://www.youtube.com/watch?v=3AIWodyQvq4

Offline FRANK_THE_TANK

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Re: Shield Collision Detection too small of an area
« Reply #8 on: October 05, 2011, 09:13:13 am »
0
Heres a short video highlighting how bad the problem is.  (Sorry meant to do it in higher rez, but whatever)

http://www.youtube.com/watch?v=3AIWodyQvq4

Holy crap, fix it OH GOD FIX IT!
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Offline Vibe

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Re: Shield Collision Detection too small of an area
« Reply #9 on: October 05, 2011, 09:19:15 am »
0
Heres a short video highlighting how bad the problem is.  (Sorry meant to do it in higher rez, but whatever)

http://www.youtube.com/watch?v=3AIWodyQvq4

Wow, didn't know it was this bad, should get fixed.

Offline Relit

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Re: Shield Collision Detection too small of an area
« Reply #10 on: October 05, 2011, 09:40:40 am »
0
Yeah that is pretty bad.

Offline Phazey

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Re: Shield Collision Detection too small of an area
« Reply #11 on: October 05, 2011, 11:50:17 am »
+1
Aye... i seem to have noticed this as well. Thanks for making that video, Digglez. Pictures are sometimes better then words.

Not sure if / how this can be tweaked though. I'll try asking around, maybe get the devs attention to this.

Not a major problem, but perhaps it needs tweaking.

Offline Gorath

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Re: Shield Collision Detection too small of an area
« Reply #12 on: October 05, 2011, 11:53:44 am »
+3
Not a major problem but perhaps it needs tweaking.

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Offline Digglez

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Re: Shield Collision Detection too small of an area
« Reply #13 on: October 05, 2011, 02:23:14 pm »
+1
Aye... i seem to have noticed this as well. Thanks for making that video, Digglez. Pictures are sometimes better then words.

Not sure if / how this can be tweaked though. I'll try asking around, maybe get the devs attention to this.

Not a major problem, but perhaps it needs tweaking.

At the very least, revert shields back to last patches qualities while its looked into~ plz.  This is a major problem as a good part of using shields IS to block passages.

Offline Cyclopsided

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Re: Shield Collision Detection too small of an area
« Reply #14 on: October 05, 2011, 02:26:43 pm »
+1
People going inside me has been a huge problem.
>not using a shield.

Until it is fixed I'm going to learn to exploit it to hell and back. Another game engine thing to use to break people in duels.
« Last Edit: October 05, 2011, 02:29:35 pm by Marathon »
Also, I have declared myself #1 NA hybrid thrower
Formerly known as Marathon.
As an NA admin, I am the most laid back and concerned with the ~fun of the game~ above all other factors. I've also been super inactive since Summer 2012. University takes most of my time, but I still find some time to play when i can.