We really need to shed some light on this subject. I know you're all familiar with the shoving or weird sliding during cosmic fights. It's more apparent when Ape does his AoE and the melee lunge back. Those in melee would often "slide" to the far side when others lunge at ape. This still happens even when you walk to ape, blocking.
Majority blame the growth-users because they're the most noticeable when it happens. However, I don't think that is entirely true since normal-sized toons still get shoved by others.
So, to the devs, how do you think you can solve this? I have a few suggestions...
1) Lessen collision/hitbox of players. (Especially big players, or...)
2) Make all collision/hitbox of players the same regardless of size.
3) Make Giant Growth into a Non-Combat aura only (This one is probably the best option. Most growth-users rp only anyway, so don't see a harm in this.)
4) Remove Giant Growth FX (Growth users will hate this. But since many are complaining how obnoxious it is-especially with reciprocating gizmo adv-I don't think it will cause that much harm. Won't hurt to remove something unique to this game for the sake of efficiency, right?)
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No to 3 & 4...forever.
If growths are becoming an issues than just don't have them for cosmic fights...same reason people don't bring pets. Removing them just because of cosmic fights is only appealing for a small group, not the masses.
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
Well... I guess we're seeing this in action now lol, since melee doing a significantly greater amount of damage than ranged is basically that in action. I guess that's why more and more every time I go to cosmics I see more melee, and less ranged ( especially at dino ). Recently got a new melee dps to 40 and headed to cosmics with it...felt like trying to go shopping on Black Friday xD
#1 & #2 might work... or it might only temporarily alleviate the problem until people feel comfortable bringing even more melee toons ( for dat high score! ) and then you just have even more people mashed in there and the problem begins anew!
#3 & #4 would be the more long term solution. Completely disabling these effects in combat solves a lot of problems. Being super big is neat, but it's the same as being super fat on the bus or subway - I'm sure you're enjoying your huge body, but everyone around you is being inconvenienced by it.
Then there's solution #5... people just stop bringing so many melee to fights and instead switch to a ranged, and stop being so concerned about being absolutely tip top on the scoreboard ( and realize that ranged dps can beat dino too ). I doubt people could be so rational tho, it's all 'bout dat scoreboard!
Solution #6... disable collision entirely ( if possible only during cosmics ). This is how other games solve the problem, they just don't have collision to begin with if they're gonna have 40+ player content. However I wonder if the shove pit is actually a balancing factor, so we don't just bring only melee dps characters for maximum dps :'3
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As for the scoreboard, as long as it exists, people are going to chase it. You can't expect people to just change their ways on this because it goes against humans' competitive nature.
Wow doesn't have player-player (or even player-enemy) collisions and it makes positioning and the gameplay in general feel a lot better. In CO, player collisions don't add anything of value besides annoyance.
As much as I'd LOVE for this to happen, I can only begin to imagine the outrage it'd cause.
"But I want to be the fat guy on the bus who crowds you out of your seat!"
At the very least, an option to ignore/not see other players' growth effects would be fantastic.
I guess it could be, made so that it is just a visual aspect, so the hitboxes of everyone would remain the same size, but visually they are larger / smaller.
You can sort of see this when you apply two different kinds of bubbles. Protection Field seems to scale to target's visual size regardless of anything. Whereas Mindful Reinforcement scales to a set size it seems.
Personally, my main draw is "super shrink", I'd love an aura which allows me to be tiny in combat yet not cause any problems for normal combat.
I assume something like that could be done...however, based on previous discussions around this topic...I guess what is most likely to happen is that Giant Growth or size manipulation is simply suppressed in Cosmic instances, possibly by some freaky "normalization aura" or something...
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Or you wanna know what'd be better? If EVERYBODY was just reverted to the default character models, without auras, or size changing and everybody was the Unleashed AT. That way there would always be a balance between the ranged and melee with swords and guns. Yep yep!
Not so may people would be beating the villains ankles and take the fight to a more appropriate level, where your hits actually counted. Like the head.
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Also, I agree with whoever said that this seems like a new problem. In the past, I do not recall ever getting shoved. Seems like that was up until a few months ago, when it started to become a real issue.
Another solution would be to extend the hit-box of Cosmics out past their skin. Shoving is a problem when too many people need to get close enough to hit. So, if you could hit the Cosmic from 15 feet, instead of just 10, then that would create more space for people to stand.
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The avatars in STO never have their hit box change but you can still push people around in STO, just the number of methods that can be used is less, since they don't have a bunch of high speed travel powers to abuse it so in general you won't see the effects of someone abusing say teleport, but it does happen there, it's just not as noticeable or abusable because of those facts. In the end little can be done about the prediction engine to prevent it. Even if the hit boxes were smaller, people could still push you out of the way, and outside of them writing a brand new engine for it I doubt it will change much.
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However, I've been considering having effects like giant growth and such suppress against large encounter enemies.
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Let the solution be at cosmics, other than "doing something permanent to growth" which had several suggestions here.
Besides, if the numbers/roles are ready to fight, I don't see people holding off while a few people switch out their melee DPS for ranged DPS as a courtesy to the others playing melee DPS anyway, and it's also unlikely that anyone would remember that this and that person switched to ranged last time, so someone else needs to switch out this time.
Is it really that bad that it's actually been considered?
-.=.-
Giant Growth adv on Enrage is just an effect (Unless their is something underlying that we the players don't know), it doesn't shove anybody, player collision does... fix that.
I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
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Whether it's shoving or it's just someone taking up the space that 6 people could fit in, if I'm forced to take a spot that's gonna get smacked by the tail or irradiated by breath, or if I have to step off the platform at Kigs and get on his side because there's too many huge-os, it's annoying and frustrating. I either don't get to participate, or I participate enough to get rewards and then leech the rest of the fight because some giant decided to take up most of the melee space.
Out of common courtesy, people with huge characters could make tiny versions of their costumes. I have kid versions of my characters (that aren't even that big and don't even use growth effects at all) and I sometimes throw these on when there's big folks about just so I can take up less space.
I love playing melee characters, specifically Might characters, but very often after I've finally gotten Distinguished on my melee character, I'll take a huge break and play some ranged characters just to get some freedom, mostly because the encounters basically always favor and give freedom to ranged, but also because I don't have to deal with huge-os.
To directly answer the question, it's a big enough problem that personally, I've complained about it dozens of times.
In short, this is not a zero sum gain here, where you being a giant has 0 impact on people just because that's what you believe. Concept always takes a back seat to practicality, and realistically, giant characters have always been a nuisance in this game thanks to them taking up larger system resources due to greater amounts of rendering required for them. This is just now expanded upon because of the nature of raiding.
As an example, remember the people that use to exploit super growing things and could grow well past giant monster size? Remember when they did it your system would freeze momentarily if you come in sight of them for the first time. They are having an impact on resources.
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I have noticed this pushing with just two people nowhere NEAR each other during the Cybermind fight when the Firewalls show up. This never used to happen so I am guessing something got accidentally or purposefully changed that messed things up.
Also appearence really doesn't matter in cosmics, nobody can see you and neither can you
most of us use /camdist 150 to have full enviromental awareness of the fight and see where we stand I will never forget that Giant Wolf who grown so much from this exploit his feet were bigger than Gravitar
and then his model disappeared from the map
He grown into Oblivion while lagging me to death, what a champ
Bottom line, Giant Growth is more harmful for the game's performance than you think as well as obnoxious
At the end of the day, though, how much processing power some character on my screen takes is not at all the issue I'm worried about. I would not hate this. When the rain cloud aura came out, some guy thought it would be a good idea to use it in melee range at dino. Might as well play with my eyes closed.
Other cases they will actually either shrink an object, move it outside of the map or cull it depending on the scenario need it (culling being the it just won't render at all under certain circumstances).
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...or maybe we just deal with the problem that's being discussed o.o
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I take this quote from a review that I agree with.
"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
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I mean: I for one hate Bubbles, Sigils, Wind Powers, Some Fire Powers, and a number of other powers in these fights because they are bright, flashy, obscuring, and the bubbles sometimes make me think I am about to be nuked only to realize they are not THAT bubble. Even if I had the option to just personally turn it all off, which I more or less kind of do, I wouldn't. Why? Because that sort of defeats the purpose. I mean am I playing a Comic Super Hero game here or a Spread Sheet? Boiling things down as hard as you can is certainly WAY more efficient but it gets quickly to a point where if you have decided that the skin of what you are playing is irrelevant than why bother preserving that illusion at all? It is a bit of a logical inconsistency do you not agree?
It's like if someone was like "I'm gonna take this sticker off my windshield so I can see better" and you showed up with a sledgehammer like "Well you might as well just get rid of all the windows and the roof!" trying to convince them it's better to just leave the sticker cause you think it looks nice.
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