PlaneShift
Gameplay => Wish list => Topic started by: zanzibar on January 12, 2006, 12:30:19 am
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Right now, you can evade any NPC by running away.
It would be interesting if certain areas were only accessible by killing a monster. This could be achieved by making a monster\'s model \'fill\' the area you\'d have to walk through, and then the model becomes permeable once dead.
Also, for there to be miniquests or tolls to be paid to noncombative NPCs with the same idea; once you complete the task, you\'re let through.
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Originally posted by zanzibar
It would be interesting if certain areas were only accessible by killing a monster. This could be achieved by making a monster\'s model \'fill\' the area you\'d have to walk through, and then the model becomes permeable once dead.
actually i was wondering if this kind of space filling (i wouldn\'t have the slightest clue as to it\'s technical term... collision detection?) might be implemented for bodies generally. it\'s kinda wierd walking through people. if everyone can fit in the same space, then the society would just build one or two of the few archetypes of lovely dwellings, etc, and everyone would cram in there... i know i know... willing suspension of disbelief... :}
janie kidu
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Originally posted by Janie Kidu
Originally posted by zanzibar
It would be interesting if certain areas were only accessible by killing a monster. This could be achieved by making a monster\'s model \'fill\' the area you\'d have to walk through, and then the model becomes permeable once dead.
actually i was wondering if this kind of space filling (i wouldn\'t have the slightest clue as to it\'s technical term... collision detection?) might be implemented for bodies generally. it\'s kinda wierd walking through people. if everyone can fit in the same space, then the society would just build one or two of the few archetypes of lovely dwellings, etc, and everyone would cram in there... i know i know... willing suspension of disbelief... :}
janie kidu
Yup, but it\'s possible to have collision detection in the game but still have it possible to bypass NPCs.
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Why no collision detection between PCs and (N)PCs ?
The first and obvious answer is because some guys may abuse of it voluntary or not.
I have played once Tibia and there were \"thiefs\" using the collion detection eg \"Give me something or I (and my friends) won\'t let you pass\".
Another example, a player is afk or having network problems, the character won\'t react. So It could bloc critical access.
The last one, you are in town so there is a lot of people. You want to go to the other extremety of the street, but other characters are walking with the opposite direction. How long will you stay in game before disconnecting?
I guess collision detection will also need more CPU, I don\'t how much, but it could increase lag...
(Bonus Question : How many people would be needed to bloc the city gates?)
PS : Of course there is gm, but that is not a sufficiant reason to create additional problems.
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good idea. You could also have NPC\'s block areas untill you forfill a certin task, like a riddle or quest. And not necissarily an npc. could be a big gate, that an NPC would only open for you after you compleated the task...
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Originally posted by Ethan
Why no collision detection between PCs and (N)PCs ?
The first and obvious answer is because some guys may abuse of it voluntary or not.
I have played once Tibia and there were \"thiefs\" using the collion detection eg \"Give me something or I (and my friends) won\'t let you pass\".
Another example, a player is afk or having network problems, the character won\'t react. So It could bloc critical access.
The last one, you are in town so there is a lot of people. You want to go to the other extremety of the street, but other characters are walking with the opposite direction. How long will you stay in game before disconnecting?
I guess collision detection will also need more CPU, I don\'t how much, but it could increase lag...
(Bonus Question : How many people would be needed to bloc the city gates?)
PS : Of course there is gm, but that is not a sufficiant reason to create additional problems.
Most of those sound like realistic effects.:)
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Bonus question: 2. they only need to close them! (maybe more if a player tried \"agressive\" negotiation)