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LoS fixes and previous changes
Posted: Fri Oct 02, 2015 3:42 pm
by Renork
Now that LoS is being worked on actively...can we please remove this change? Bridges/slopes/hills are a pain.
[World]
- Frontal AoEs will miss if the target is more than 10ft above or below you
and off topic but...
can we help in any way to fix instability for magus/eng

?
Re: LoS fixes and previous changes
Posted: Fri Oct 02, 2015 4:29 pm
by magter3001
This effects all.classes and I agree. If there is the slightest bump in the ground, my frontal aoe wouldn't work.
Re: LoS fixes and previous changes
Posted: Fri Oct 02, 2015 6:20 pm
by Renork
magter3001 wrote:This effects all.classes and I agree. If there is the slightest bump in the ground, my frontal aoe wouldn't work.
Thank you :>
Re: LoS fixes and previous changes
Posted: Fri Oct 02, 2015 6:30 pm
by dkabib
Well I don't see the fix working that well. I can still shoot AoE trough Mandred's Door.
Re: LoS fixes and previous changes
Posted: Fri Oct 02, 2015 6:49 pm
by Genisaurus
dkabib wrote:Well I don't see the fix working that well. I can still shoot AoE trough Mandred's Door.
Doors do not currently have LoS checks.
Re: LoS fixes and previous changes
Posted: Fri Oct 02, 2015 6:52 pm
by dkabib
Oh that's fine then

Re: LoS fixes and previous changes
Posted: Fri Oct 02, 2015 7:50 pm
by kintari
This. Because of their dynamic nature, doors require additional information that would enable LOS checks to conditionally pass / fail for individual pieces of geometry. This is an important feature to have (and on the to-do list), but we felt that releasing sooner and without it was better than waiting.
Therefore, doors are actually deliberately filtered out of LOS geometry at the moment, because being blocked by empty space would be worse than continuing to be able to shoot through doors (but only doors). I also wanted to see how the system performed under load first before continuing on to dynamic keep doors.
As far as the original question, I agree that 10 ft seems overly restrictive now. Whether that means increasing the limit significantly or removing it altogether I don't know, but as far as I can remember this limit was only supposed to be a temporary measure.
Re: LoS fixes and previous changes
Posted: Fri Oct 02, 2015 7:52 pm
by paps
Mayabe write this on bug track i was lazy and didnt report i just metioned in news topic after los patch

Re: LoS fixes and previous changes
Posted: Fri Oct 02, 2015 7:59 pm
by Glorian
I'm playing an tinkerer engineer and I fear every stairway and generelly Tor Anroc.

For my gunblast only hits the ground before me.
Please remove or losen the 10 feet restriction.
Re: LoS fixes and previous changes
Posted: Fri Oct 02, 2015 9:41 pm
by Renork
kintari wrote:
This. Because of their dynamic nature, doors require additional information that would enable LOS checks to conditionally pass / fail for individual pieces of geometry. This is an important feature to have (and on the to-do list), but we felt that releasing sooner and without it was better than waiting.
Therefore, doors are actually deliberately filtered out of LOS geometry at the moment, because being blocked by empty space would be worse than continuing to be able to shoot through doors (but only doors). I also wanted to see how the system performed under load first before continuing on to dynamic keep doors.
As far as the original question, I agree that 10 ft seems overly restrictive now. Whether that means increasing the limit significantly or removing it altogether I don't know, but as far as I can remember this limit was only supposed to be a temporary measure.
Thanks for the response! That would be lovely :X !