Feedback: Demigod Collision

playing the AI several times ive noticed sometimes two of the demigods will be standing directly on each other. I can see why collision with creeps would be a bad thing especially for the rook, but I do believe for targeting issues which I feel is a problem.. demigod collision wouldnt be bad

2,813 views 18 replies
Reply #1 Top

agree, after seeing four ai rooks all stand on the same spot bashing each other.

I'm not so sure there shouldn't be creep/demigod collisions either - for a unit such as the regulus, they might like to hide behind creep waves, actually gaining some advantage from their ranged weapons, but with no collisions that pesky rook can just wade right through the creeps and hammerslam you. Having said that, I haven't played DotA, so haven't experienced creep blocking in a similar game.

Reply #3 Top

Not having hero collision makes targetting a nightmare as well. Personally I'd want creep collison also, right now its way too easy to get the right placement for a big AOE spell like Guardian-angel... Would have a problem with rook's size though, so maybe give rook a "stampede" ability which hurts creeps and pushes them out of the way as we walk over them :p.

Reply #4 Top

I think it would be best if there was Demigod collision but not creep collision.  It doesn't even need to be the full size of the Demigod; just make it so you can't have a Rook standing directly on top of another.

Reply #5 Top

I've seen torch go in rook, or so it seems.

Reply #6 Top

I think Demigods should have collision with themselves.

 

I'm not.. 100% sure with demigods colliding with troops.

I think, idealy, the demigods should "wade" through troops.  Like, their movement is slowed to half or 33%, they attack units in their way doing damage(in the Rooks case, stepping on things and instantly killing like supcom experiementals.  But, like i said, much slower movement speed.  It'd be less effective than normally attacking.).
And as you "wade" through, some units should jump out of your way and such, a mechanic so that the wading through wouldn't be more effective at killing things than your normal attacks.

Reply #7 Top

I think, idealy, the demigods should "wade" through troops. Like, their movement is slowed to half or 33%, they attack units in their way doing damage(in the Rooks case, stepping on things and instantly killing like supcom experiementals. But, like i said, much slower movement speed. It'd be less effective than normally attacking.).
And as you "wade" through, some units should jump out of your way and such, a mechanic so that the wading through wouldn't be more effective at killing things than your normal attacks.
End of quote

That would be so awesome and really drive in the whole epic scale deal.

Reply #8 Top

Demigods must has collision issues with troops or else why would they randomly go middle or other ways when they demigod is in the way. I've seen them sacrifice themselves many times to the mid towers when the side towers are still up.

Reply #9 Top

the main point I was tryin to bring up.. was the targetting of demigods is nearly impossible when they can stand on each other..

Reply #10 Top

xD Yea, i hate that, I'de like, what innociv wrote:

Quoting innociv, reply 6
I think Demigods should have collision with themselves. I'm not.. 100% sure with demigods colliding with troops.I think, idealy, the demigods should "wade" through troops.  Like, their movement is slowed to half or 33%, they attack units in their way doing damage(in the Rooks case, stepping on things and instantly killing like supcom experiementals.  But, like i said, much slower movement speed.  It'd be less effective than normally attacking.).And as you "wade" through, some units should jump out of your way and such, a mechanic so that the wading through wouldn't be more effective at killing things than your normal attacks.
End of innociv's quote

And also a minimap where u could clearely see your m8's and so u didnt have u scroll over every demigod 2 see if hes on your team or not.

  x_x . xD

Reply #11 Top

xD Yea, i hate that, I'de like, what innociv wrote:

Quoting innociv, reply 6
I think Demigods should have collision with themselves. I'm not.. 100% sure with demigods colliding with troops.I think, idealy, the demigods should "wade" through troops.  Like, their movement is slowed to half or 33%, they attack units in their way doing damage(in the Rooks case, stepping on things and instantly killing like supcom experiementals.  But, like i said, much slower movement speed.  It'd be less effective than normally attacking.).And as you "wade" through, some units should jump out of your way and such, a mechanic so that the wading through wouldn't be more effective at killing things than your normal attacks.
End of innociv's quote

And also a minimap where u could clearely see your m8's and so u didnt have u scroll over every demigod 2 see if hes on your team or not.

  x_x . xD

Reply #12 Top

I definitely hope they go for collision with everything. Colliding with the creeps adds a huge strategy element to being on the front lines. It also  makes being in the fight a lot more chaotic and dangerous. The battlefield becomes more strategic when you don't have 100% unfettered movement (chokepoints start to actually mater, and sneaking behind enemy lines becomes useful) as it is I feel like a ghost floating around, doing damage to whatever I want-wherever I want, in the equivalent of an open field.

Instead of a 'wading' perhaps your troops could do thier best to move out of your way (so large groups would be difficult to walk through) but enemies stand in your way(either way I don't think you should be able to pass through enemy creeps at all {could be a cool ability though}). At the very least demigods need to collide with eachother to prevent annoying rook battles where noone can select eachother.

Reply #13 Top

Quoting Cactusmail, reply 12

Instead of a 'wading' perhaps your troops could do thier best to move out of your way (so large groups would be difficult to walk through)
End of Cactusmail's quote

 

Problem with that is more annoying than entertaining.

Remember in SupCom how your group of enegineers would play bumper car with each other?

Another way round this is a soft spreading algorithm instead of hard collision detection, that your troops will nevertheless move out if they could for visual factor, but if they couldn't, there's no harsh obstacle.

Reply #14 Top

Remember in SupCom how your group of enegineers would play bumper car with each other?
End of quote

i wouldn't presume many of these folk are at all familiar with SupCom.

Reply #15 Top

Demigod-creep collision: no no no no no.

Demigod-demigod collision: maybe. I suppose that's something we could ask to have patched in for a week to see if it works or not.

Reply #16 Top

Quoting AnnihilatorX, reply 13

Remember in SupCom how your group of enegineers would play bumper car with each other?
End of AnnihilatorX's quote

Yeah that stuff was just plain silly, I was thinking of the more usual RTS standard where units just go around eachother. It does sound like people are against bumping into creeps at all though. A good compromise might be; the soft spreading for friendly creeps, all demigods and  your demigod vs enemy creeps collide. I still believe enemy creeps should present a solid wall otherwise the game loses too much interesting strategy. I hope they at least give it a try, a lot of people might see what they are missing and if it's really hated they could always pull it.

Reply #17 Top

OK well, won't let me edit so sorry about the double post...

Just wanted to ask people why they are against the various versions of creep collision, quite a few have risen the issue but nobody has explained why?

Reply #18 Top

Only demigod collisoin would be a good idea coz when 2 rooks fight sometimes targeting is impossilbe. Apart from that I see no need for creep - demigod collision and would just make things more annoying :S Dont see why you would want that added? Theres just no need for it atm..