PvP, GvG, and Latency!

Deadlock Profile Options #1

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This is important feedback to make some areas of the game a lot better. I played Tera from Thursday-Monday night. I spent more than 70 hours playing Tera's weekend beta.

Issue #1: Duel System in cities/towns. There is no collision detection inside the cities/towns which makes PvP very imbalanced. A lot of players who enjoy dueling in the circle platform/"arena" want to stay there, and not leave the city to duel. Players enjoy audiences, and watch people dueling. It makes the city come to life. An example would be if an Elin Warrior was to duel an Aman Lancer inside the city, the warrior is capable of literally going inside the lancer, and continue swinging, dishing out massive damage leaving the lancer unable to do anything because they're slow moving, whereas if you left the city, that person can not run through the should and stay inside you because of collision detection. A solution to this problem would be to enable Collision Detection for duels inside the city, letting the two players dueling be effected only by the collision detection, and everyone else around them isn't. No matter how it's done, collision detection must be added to duels inside the cities/towns.

Issue #2: Flagged PvP and Guild vs Guild outside of the city. Only main issue, which I'm sure a lot of players can agree on is how anyone can get in a fight outside of the city, then run inside and automatically be safe in an instant. Players can heal from inside the town to players receiving damage, getting attacked outside the city which is very unfair. To solve this issue, I believe it would be best for anyone interacting with a Guild vs Guild or flagged PvP get a certain time window to attack players who run from outside the city, inside the city. Maybe a 30 second time frame, then the player will be invulnerable to attacks. Healers who heal inside the city or any class for that matter, taking action in helping their teamates that are getting attacked should also be vulnerable to attacks. Players who come from outside, then enter the city should be able to attack until the timer reaches 0 for invulnerability, the same way how the duel timer works. Players who uses skills from inside the town will be vulnerable to attacks, and every skill used that goes outside the city will reset the timer, The current system makes it very unfair and imbalanced and would be best to fix this issue.

Issue #3: Latency. This is probably one of the common issues when it comes to PvP, and I'm sure it's being addressed. Players appear to be in a different a different standing spot, out of range to hit you, but they're still dealing damage because on their screen, it shows them in melee range. This makes it even more difficult for the Lancer's Leash skill to work properly because of latency, along with other skills.

I posted this on the "Terra Answers" under the Community tab. Please make it rise to the top and make it solved. Here's the link, it's the same as what's written here.

https://tera-answers.enmasse.com/posts/2e96dfe328

Thanks for reading, and please fix these issues!
Edited by: Deadlock about 1 year ago
Cad0 Profile Options #2

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Sorry, I didn't get past the collision detection in town part. There is no collision detection in town for a reason. If there was, people could easily block off access to certain parts of the city and ruin people's play. It's enough that they can do stuff like that in the open world. As for the rest of your arguments, I didn't read them because I found the first one so stupid that I couldn't bring myself to read it all.

Also, in conclusion. While dueling is PvP in the very raw sense of the term. It is not PvP that deserves any kind of attention from the developers.
Cogbyrn Profile Options #3

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If it's easy for them to add collision detection between two players who are specifically in a duel, then they should go for it. Otherwise, they should focus their time and effort elsewhere, because town-duelers maybe make up 1% of a server's population (being extremely generous).
Deadlock Profile Options #4

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@ Cado

I didn't say to make collision detection enabled in towns, I only said to enable it for DUELS ONLY. There is a reason why collision detection is disabled in towns, obviously. It would be disastrous if it was enabled for everyone. Reread and understand.

"A solution to this problem would be to enable Collision Detection for duels inside the city, letting the two players dueling be effected only by the collision detection, and everyone else around them isn't. No matter how it's done, collision detection must be added to duels inside the cities/towns."
Edited by: Deadlock about 1 year ago
spykexx Profile Options #5

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I wouldnt say town duelers make up 1%. People that sit in town and exclussively duel and dont quest etc? Maybe. There quite a few times ive had a friend duel me to try something out to see if it works better, but cant execute it since there is no collision.
Deadlock Profile Options #6

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Yeah, I don't agree with the 1% either, a lot of players duel in towns, whether it's to test a new skill, or 1v1 so they don't get ganked from flagged players, or guilds.
Cogbyrn Profile Options #7

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I'm talking about the community of players who circle around a set of duels and "make a city come to life".

It sounds like it would be an easy solution to implement, but we don't know what triggers collision detection or how it works behind the scenes. It clearly isn't based on being in combat, so what is it? Perhaps the type of zone you're in? Is it a player attribute that becomes enabled? If so, then the player becomes "corporeal", and others cannot pass through. If this is the case, troll guilds will still cluster onto an exit point to block it, or otherwise duel each other and block people around cities and such, which is exactly the type of behavior EME is probably trying to avoid.

Can they even easily implement an attribute that says "my character follow rules of collision detection, but ONLY for players in set X" where X is some defined group (ie. the person you're dueling)?

Do you see where it starts getting more time-consuming than it's worth? If you want to test an ability, just mana-up with whatever ability and use it in town. Go out and use it on a mob. Go to Channel 7-10 and roll 20 feet from a town, go around a corner/a few trees, and run a test.
Edited by: Cogbyrn about 1 year ago - Reason: "trying to be avoided" is a terrible phrase.
Cad0 Profile Options #8

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Deadlock on 04/25/2012, 02:41 PM - view
Yeah, I don't agree with the 1% either, a lot of players duel in towns, whether it's to test a new skill, or 1v1 so they don't get ganked from flagged players, or guilds.


Actually, most people who use dueling to test new skills do so out in the open because they understand there is no collision detection in town. Just because you're too afraid of being killed after dueling or you somehow get a rise out of having spectators watch you duel doesn't mean everyone is that stupid.
Spykers Profile Options #9

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#1 I'm not sure I care about a couple of jaggoffs in a safe zone going inside each other...but it does sound kinkey.

#2 Don't PvP on the edge of a safezone and/or know this is going to happen. I don't think there should be a cooldown on crossing the line, then what....we have people being chased across cities before the cooldown timer wears off? In addition, your problem #1 then becomes a real issue. My advice, PvP smarter or bring a force to deal with it. We don't need mechanics to make everything fair, we need smarter players...

#3 Lag is a serious issue. I'm not sure weather this is something akin to the "ghost walk" issue another poster eluded to earlier. Unfortunately, the source of lag is an important factor here. In many open betas, companies will regularly stress servers and try to create these conditions to see what happens. That may be the case here, may not be. It may be something specific to your internet connection, or connection to the TERA servers. There can be so many sources of lag, it would be hard to say whether or not anybody is "working" on this. I think others have experienced this, but I have not. It should be /bugged with as much detail as possible provided.
Edited by: Spykers about 1 year ago
Alytheia Profile Options #10

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edited.
Edited by: Alytheia about 1 year ago