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Characters and bumping

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Truvidien
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Characters and bumping

I was wondering, if anyone has a answer for this question. I know in CoX that your champion and someone else's would "push" each other if someone was standing and they simply just ran into you. Where as in other games.. You simply just phase right through them. Wondering if CoT is gonna carry over with this?

I had a lot of problems in CoX where I'd be wanting to enter a building and people would be standing afk blocking the door and made it harder for me to enter.

JayBezz
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Doors and entrances will not

Doors and entrances will not work with the same limitations of CoH

The game will have static map placement (not running through other characters) and the rules of a static character have not been announced but its a good question for Tech for which gets priority.

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Empyrean
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JayBezz wrote:
JayBezz wrote:

Doors and entrances will not work with the same limitations of CoH
The game will have static map placement (not running through other characters) and the rules of a static character have not been announced but its a good question for Tech for which gets priority.

I'm glad there will be at least some form of solidity between characters. I always thought it was just, I don't know, weird--like, immersion-breakingly weird--in games where you just move through each other like incorporeal ghosts.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Empyrean wrote:
Empyrean wrote:

.. immersion-breakingly weird--in games where you just move through each other like incorporeal ghosts.

+1

Redlynne
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When it was possible to slot

When it was possible to slot the Stealth IOs into ANY(!) movement power, not just the "Travel" toggle powers, City of Heroes started to turn into City of Ghosts. That's because people were putting Stealth IOs into powers like Swift and Hurdle ... which were passive ... meaning that the Stealth IO [b]NEVER TURNED OFF[/b]. Result? Your character is now PERMANENTLY partially transparent.

On the flipside, being able to ignore hitbox collisions is practically a MUST for Pet Herder powersets like Masterminds ... if only to damp down the Griefing potential (either intentional or unintentional).

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Izzy
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Redlynne wrote:
Redlynne wrote:

When it was possible to slot the Stealth IOs into ANY(!) movement power, not just the "Travel" toggle powers, City of Heroes started to turn into City of Ghosts. That's because people were putting Stealth IOs into powers like Swift and Hurdle ... which were passive ... meaning that the Stealth IO NEVER TURNED OFF. Result? Your character is now PERMANENTLY partially transparent.

Hmm... I always tried to put it in one of the many Sprint's. :/ (ex: [url=http://www.cohplanner.com/mids/download.php?uc=1454&c=666&a=1332&f=HEX&dc=78DA6594596F524114C767E062CB5EA4055ABA5076CA22A8EF26AD4BAA25A1B4FA4A08DCD29B3480171ADB473F835A97BABF5BF7F82534C6D807BF84CB37C0C33DFF42136E801F73969933FF33738B7B971D47D7EE5E12D2BDB253ED742A2B2D5DDF6D775BBAA5586D6835D17FC6E81B1C382AE56AB3A1D67357355DAD2C5352D73FF42DEF6E6DE56E684DB5ABD53AC2596AB57628B0B1DDD59A0DB7315A53AB7555EF6C6B6DC7C9B84D4E9B31D868AB6A3D78A5ADD572C3398BD59A4A3F9DAEAAEF07A894187DE32681A76711CF080545989E832F98CA4BF015F3CC6BE6574994C85D97EC2B33C737C09B4CDB26788BF98D20657FF19E908B3C5F928666AEC56CFEC8B6892FCCB39FC0CFCC14C55A38565866D89630B1C4FD7AC6B09749EC65127BF1612F3EEC2580BD7CA77AAC521AB9D6375C63E00373E6087CCB9C7D07BE674A5AD48EBAED25425811F31BE03AB8C93453AC93353339CF9B8DFC909F0C73C40053A118377475DB788D909DB9E8061DA09319713133A481071A78A041041A44A041141A44A141141AFCA029BCD0D48B9EA469BE29AE454E1DD2C0AB88F853A687EAF4C3E757E84F827CE34C1FF9A6B1CF69D8E28849CCF3DC7E8A0962BD6090B5903E92005ACE9DF4758FD74BEC335377985ECA5FC01A0BA837851A53A8F127F9C3982F7C60326296EE830FC07BCC638A8DF59B49FB8961ED0CD8A6F292E849123DC9A02719F4228B5E64D18B2C7AD5A2DC347A923E60DBB947E063F009B370083E64DEA6DC1CE7CADC2F93713E0AC7CC30959AE79A443ECD75CE2A83FB6C16388B0E9C414799E9C2D95C1AC6D2871E911FB114462C17462C17472CAB434B6F4D19BC25E88AB1D22505A6FEED47E5D689C1EDEFFDB6F5DF0EF067D9FF776893F23A9F24D72AF3CFE9F824C7FF3B1D1FC2DB04FC0F5D00CB29]Mids[/url] )

Redlynne
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Yeah, well ... they "fixed"

Yeah, well ... they "fixed" that problem once it became (abundantly) apparent what was happening, by limiting the slotting of those IOs to Toggle powers only (and Clicks for Teleports).

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...So often a ranged teammate

...So often a ranged teammate would block the door to the room where all the bad guys were. Just standing there. Not even attacking. What's this guys problem! I need to enter! I'm on my scrapper! Hey! Move out of the way!

Why won't this guy move!?

I consider that kind of immersion breaking. Would it be okay with you if i phased through him so I can play?

Remember when they changed it so you could at least push pets? That was a huge assist. I swear please make it so I can enter a room even if a teammate is blocking.

I understand that the doorway might be the perfect place for a ranged character to set up shop, but.... well you know what I'm sayin

Redlynne
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Simplest solution I can think

Simplest solution I can think of to that problem is a "movement priority" system which allows some characters to "push" others.

Sprinting pushes Running pushes Walking pushes Stationary.
Or to put it another way, high velocity movement "pushes" low (or no) velocity movement. That way you can have something of a comparative data formula to make judgement calls with. Run it using 3D vectors and you'll be pretty much set.

Design a "exemption" for Civilian NPCs that allows the Civvies to ALWAYS "push" the PCs (so as to give the game a "true City of Heroes feel") and you'll be on your way.

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Empyrean
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robopez wrote:
robopez wrote:

Remember when they changed it so you could at least push pets? That was a huge assist. I swear please make it so I can enter a room even if a teammate is blocking.

Redlynne wrote:

Simplest solution I can think of to that problem is a "movement priority" system which allows some characters to "push" others.
Sprinting pushes Running pushes Walking pushes Stationary.
Or to put it another way, high velocity movement "pushes" low (or no) velocity movement. That way you can have something of a comparative data formula to make judgement calls with. Run it using 3D vectors and you'll be pretty much set.

All of this sounds perfect to me. Get's around the whole "getting stuck" problem without losing the feeling of being a solid being.

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robopez
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Hay!

Hay!

I wanna be a creep now- -

Well it's just that IF I'm on a fearless scrapper and I want to enter the room that the blaster or controller is blocking the doorway of... If I PUSH the ranged PC... they may find themselves in a physical position they didn't want to be in

I know a couple of people earlier said they found it immersion breaking for player characters to be able to phase through each other but

'Pushing' a player out of a carefully selected position could lead to their demise

I might think it was funny for them to die because I pushed them into the room but

I'm not actually voting for this solution, hehe

I think the phasing is the way to go....

maybe there is some other solution out there, what do you guys think?

Redlynne
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robopez wrote:
robopez wrote:

maybe there is some other solution out there, what do you guys think?

[b]LEARN[/b] to not block doorways that the Melee people HAVE TO GET THROUGH?

Just a thought ...

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Izzy
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Redlynne wrote:
Redlynne wrote:

robopez wrote:
maybe there is some other solution out there, what do you guys think?
LEARN to not block doorways that the Melee people HAVE TO GET THROUGH?
Just a thought ...

Self Teleport! ;D
Get it JUST IN CASE! ;)

robopez
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Redlynne wrote:
Redlynne wrote:

LEARN to not block doorways that the Melee people HAVE TO GET THROUGH?
Just a thought ...

I wish it was so easy. I can't cause OTHERs to be good players. There are a lot of players who just don't know any better. And then they go AFK. In a doorway. Or don't/can't read the text in the chatbox when people yell at them to move.

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I remember once getting stuck

I remember once getting stuck in a very small room in the tutorial because the NPC (can't remember her name but she looked Japanese) was blocking the door and wouldn't move I had to log off and start the tutorial over. So here are 2 suggestions.
Fix the AI so friendly NPCs will get out of the way
make players become incorporeal when they're marked AFK but keep them solid the rest of the time.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

I remember once getting stuck in a very small room in the tutorial because the NPC (can't remember her name but she looked Japanese) was blocking the door and wouldn't move I had to log off and start the tutorial over. So here are 2 suggestions.
Fix the AI so friendly NPCs will get out of the way
make players become incorporeal when they're marked AFK but keep them solid the rest of the time.

I'd vote for incorporeal AFK (since at that point no one's home and it's just a place-holder) + tiered pushing like Red said.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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My opinion is that we should

My opinion is that we should let players pass through one another, plain and simple. There are a number of reasons why a player might stand in a doorway, and I would rather folks not get hung up on etiquette. Players should be able to focus on actually playing the game without having to coordinate the right and wrong way to stand in a doorway. That just seems tedious and unnecessary to me.

As for immersion, I would simply imagine my characters shouldering past their allies to get to where they need to be. It might seem strange to have a stack of players clipping through one another, but I could personally overlook it for the practical benefit of freedom of movement no matter how my allies behave. Rules and exemptions around who can push who seem like an imperfect solution to a problem that shouldn't even exist.

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I am completely against

I am completely against ghosting/passthrough.

Not to mention that the combat system in a 3D space (X, Y AND Z axis) is very dependent on map coordinates and distance to target. That system requires that the Map Server not run into conflicts like distance to target = 0 or a negative (which happens when you have really large enemies). So yes.. the map will have static characters.

Again the devs already expressed that they know there were challenges in other games including (but not limited to) Vendor/Intractable Trigger crowding, Pet crowding, Large Characters (Growth, Girth, Wings, etc), NPC Pathing around solid objects, Pet Pathing, Escort Pathing, and more

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Izzy
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Why not try making the

Why not try making the characters collision Capsule very thin... as much as possible.

ex:
[img]http://i.imgur.com/5es7H9D.png[/img]
So even 4 people can go through the same door where only 1 person could have only done so before.
:)

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Izzy wrote:
Izzy wrote:

Why not try making the characters collision Capsule very thin... as much as possible.
ex:
So even 4 people can go through the same door where only 1 person could have only done so before.
:)

I like this too. You aren't a ghost, but you can pass effectively.

Hell, maybe make characters have a very thin collision capsule AND tiered bumping.

There you go. Everyone can pass each other freely but you're not all a bunch of ghosts.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Unreal's polygons for

Unreal's polygons for character model can be set to passthrough and not (wings/tails) can be passthrough while head, shoulders knees and toes can stay static. The biggest issue I see with this is collision/clipping within one character model.

If you have a tail and a cape and want the tail to move UNDER said cape then the tail has to have collision.. but as I said.. the devs have already expressed that they are very aware of the issues.

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Izzy
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JayBezz wrote:
JayBezz wrote:

Unreal's polygons for character model can be set to passthrough and not (wings/tails) can be passthrough while head, shoulders knees and toes can stay static. The biggest issue I see with this is collision/clipping within one character model.
If you have a tail and a cape and want the tail to move UNDER said cape then the tail has to have collision.. but as I said.. the devs have already expressed that they are very aware of the issues.

Hmm.. If there's a Cape covering the Tail.. the Tail then uses Cape physics too?

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

make players become incorporeal when they're marked AFK but keep them solid the rest of the time.

/signed

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Izzy wrote:
Izzy wrote:

JayBezz wrote:
Unreal's polygons for character model can be set to passthrough and not (wings/tails) can be passthrough while head, shoulders knees and toes can stay static. The biggest issue I see with this is collision/clipping within one character model.
If you have a tail and a cape and want the tail to move UNDER said cape then the tail has to have collision.. but as I said.. the devs have already expressed that they are very aware of the issues.

Hmm.. If there's a Cape covering the Tail.. the Tail then uses Cape physics too?

Pretty much yup. It's a native function you can set within the engine,

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JayBezz
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Redlynne wrote:
Redlynne wrote:

TheMightyPaladin wrote:
make players become incorporeal when they're marked AFK but keep them solid the rest of the time.
/signed

I also agree with rules like this.. it'll be interesting to see what rules work to help that

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JayBezz wrote:
JayBezz wrote:

Redlynne wrote:
TheMightyPaladin wrote:
make players become incorporeal when they're marked AFK but keep them solid the rest of the time.

/signed

I also agree with rules like this.. it'll be interesting to see what rules work to help that

This is a consideration, including an auto-AFK timer when idle or even if purely on auto-follow for too long. It was a suggestion to assist with doorway blocking, door camping, and tag along PL's. I stress this isn't an official declaration just a consideration.

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