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Inquisitus
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Posted - 2004.06.19 23:06:00 -
[1]
After having played this game for over 10 months, I'm getting really sick of the collision detection in this game. It makes it hell to navigate through asteroird belts, where your ships slows to about 10m/s because it's 5km from a roid. Is this really necessary? It would also be nice if the camera would not pass through solid objects like ships and asteroids, this would make it seem more real.
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Jennyfyr
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Posted - 2004.06.20 08:38:00 -
[2]
i have at several times got stuck (not stuck as in player stuck) in a roid field (espically with an indy) oftern during an attack i jump in to grab the ore from the can and rats are shooting me (no of few guns as i am only hauling) and i then spend 4 or 5 miniutes trying to warp away but not being able to get a line of warp out of the roids, all this time i am having to boost my shields or take dammage form the rats please either sort out the auto slow near roids or the entering warp calculations.
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Zaldiri
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Posted - 2004.06.20 14:11:00 -
[3]
I agree the colision detection is terrible. It would be better to let ships pass though roids (since they all ready do this in some cases). This way people wouldn't complain about losingin ships because they were trapped.
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Zaldiri
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Posted - 2004.06.20 14:16:00 -
[4]
Per polygon coslision detection would help a lot. This sould be server based however because most of our mortal pc's at home probably couldn't handle it.
Rise of Valhalla is now recruiting. We are looking for players of any level of experience. Please contact me or SSJ2VEGETA |

Photon Lightwielder
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Posted - 2004.06.20 14:26:00 -
[5]
yea I agree, it's so stupid to see your ship wiggle about because there's some ship or roid like 2km from you..
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Gryffyn
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Posted - 2004.06.20 14:51:00 -
[6]
Collision detection should be improved; but definitely not done away with.
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Sarf
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Posted - 2004.06.20 15:26:00 -
[7]
Edited by: Sarf on 20/06/2004 15:47:37 Per poly collision detection is well within the relm of a home pc, Quake and unreal do it all the time.
The proble and the real reason it would need to be done server side is A) prevent cheating, B) all the game logic if there already.
What ****es me off is missles and rockets explode if they get within 5km of a roid, and NPC pirates for some reason can shoot me through the roids?!?!?
I almost lost a BS to a npc frigates because they where shooting me through the roid and i was useing missles for defense. I had to fly upward for long way to get my missles to not explode on because of the roids.
Per poly collision would not be nessaasrt, even a more accurate colision volumne would be better, and suck the 5km distance down to 500m and make it so NPC would not shoot through roids.
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Haratu
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Posted - 2004.06.21 01:31:00 -
[8]
Edited by: Haratu on 21/06/2004 01:33:12 collison detection is called eyes. You see an immenent collision, you avoid it. Simple but effective.
Why do you think you never get injured when you collide with an asteroid... that is the automatic collision detection.
I roleplay... there is this computer game called "Earth - The First Genesis" where i play a character in the early 21st century. |

Leal
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Posted - 2004.06.21 02:09:00 -
[9]
Originally by: Gryffyn Collision detection should be improved; but definitely not done away with.
Speaking as someone who just lost an Indy because I was "stuck" inside roids I would rather see it temporarily disable than to be loosing ships.
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Jennyfyr
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Posted - 2004.06.21 08:43:00 -
[10]
Originally by: Sarf Edited by: Sarf on 20/06/2004 15:47:37 Per poly collision detection is well within the relm of a home pc, Quake and unreal do it all the time.
sorry to burst your bubble sarf but quake 3 (and im pretty sure unreal) dealls with colision dection using hit boxes and as such you ran rail bones off his sholder and shoot thru tankjnr as they both have the same sized hit box to make it fair. which is of corse much lowere requirments on the puter desiding on if a hit landed but it definitly isnt per poly. and i belivethat only a few of the most recent games use per poly or poly point hit/colision dection games like farcray etc and thay need a high end computer to run smovely the last thing we need is to push eve out of the relm of the evg player. and as such i dont see how better poly base colision dection could be safely done however i hate the way it is done atm..... at leased reduce the range of the 'slow zone'
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