Ranger Archive
Thread: Would this overpower Ranger?
Message Edited by Jolandir on 08-05-2005 08:14 AM
Basically, the way permanent scenery type objects (logs on Dath, rocks on Tat) are coded is that their no-collide zone extends to infinity in the z (up) direction. It would probably take a planetary recoding to change this so that the collidable top of the object is the same as the graphical top of the object.
In short, I think it is technically not feasible to do this.
WOuld it make us overpowered? Nope.
What Calc said. This has little to do with Ranger, it has to do with Line of Sight, introduced 6 or 7 patches back (something like that). LoS was, I believe,fixed from the initial implementation on TC where it was drawing the line from the ground where you stood to the ground where the target stood - I THINK it's now drawing it maybe from your head to the target head (oooh, could they have possibly done it to center mass? Doubtful). BUT... the static objects mess this up somewhat exactly as Calc described. It's not perfect, but it's still a dang sight better than having folks around the corner of a building or on the other side of a mountaing shooting THROUGH that obstacle to hit something they certainly can't see in any way (but could /target).
I wouldn't make us overpowered, but it has nothing to do with Ranger. It's really a ranged profession issue, not a Ranger profession issue. Besides, with our uber crawl speed, it's generally not a big deal to spend a second crawling to either side toget a clear shot on the critter and pop 'em in the head. ![]()
Calculus_Entropy wrote:
I had a great post all typed up that expained this beautifully, but now I have to give you the short version.
Basically, the way permanent scenery type objects (logs on Dath, rocks on Tat) are coded is that their no-collide zone extends to infinity in the z (up) direction. It would probably take a planetary recoding to change this so that the collidable top of the object is the same as the graphical top of the object.
In short, I think it is technically not feasible to do this.
WOuld it make us overpowered? Nope.
I doubt it. The colliding code is possibly hinged on particular items. Rocks of a certain type are identical to each other. The permanent location of said rocks are coded as a graphic ID, and the client emulates the graphics and colliding info from the database. It would be quite easy, if this case is true, to alter the collision code of the rock template to reflect their true height. There can't be too many forms of rock in the game. They're just rotated and such to appear different. And it would be just as easy to remove collisions from dath trees (wishful thinking here).
It is quite irritating that a creature could be just over the lip of a hill, yet standing on the top of the hill would give a visual error. So you can plainly see the stupid thing, but its feet are just over the hill. Meanwhile, you're taking full damage from the mob (provided you're in melee range or it has a ranged attack) while you're feverishly running around trying to find a place to shoot the stupid thing because they just don't stand there anymore.
Hunting on dath is NOT FUN at all. Not for me.
Message Edited by ThGilsRooc on 08-05-2005 06:24 PM
I agree that this really isn't a Ranger issue. I would, however, like to see LoS changed from the 'your head to your target's feet' nonsense. The target's head or center would be much better. It drives me mad when I can't shoot someone in the eyes because there's a rock obscuring their ankles.
al-djinn'i
Master Ranger
lootranger3 wrote:
It was a great change that i felt was needed to keep people from exploiting, but shouldnt the Devs have implemented the same stuff for NPC's? Its amazing how you get the "can't see target" routine, but enemy NPC's are hitting you from inside a base.
Phenix1050 wrote:
technically, I think the introduction of JtL actually forced them to put a Z-axis in the game. I for one know that I can now tell how high I am off the ground because I can see the X, Y and Z axis.
Not to mention that there are certain walls that you can drive over in a swoop but that stop you when you try to walk over them.