View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0006703 | Valley 1 | Gameplay Idea | Mar 18, 2012 10:18 am | Mar 19, 2012 10:17 am | |
Reporter | Terraziel | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.907/0.908 | ||||
Fixed in Version | 0.909 | ||||
Summary | 0006703: Make Invincibility also make you intangible | ||||
Description | Frequently whilst entering a room I will have to wait for 10 seconds till enemies that are trying to fly or walk through me give up and change direction, so that I am not immediately hit in melee multiple times. It would simplify things a lot if they could just actually walk through me. I suppose the downside is this could allow you as a player to game the system and wait for things to walk through you so that you can just run past them, but given the minor scale of the benefits of this it's probably not worth worrying about. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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I've been considering this, but it also means that the player could wind up making themself come out of invincibility when an enemy is on top of them, and then they get stuck in one another until the player kills the enemy or gets killed by that enemy's melee. For players blindly running into rooms and not pausing, that could be particularly dangerous, which is what makes me uncertain about that. |
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hmm, can you not force the game to separate them? so after a second of the two entities overlapping where they shouldn't be able to it shunts the enemy to the side, I say the enemy because this almost guaranteed to go weird on certain occasions so it's better that weirdness happens to the enemy rather than the player. |
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I could do that, yeah; I've had some weirdness with that, but as you say if it was only player-entity collisions that did that, and it only ever moved the enemy off the player rather than the other way around, that would solve it. |
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Thanks! * When the player is invincible, monsters now move freely through them. ** This is a help in solo or MP, in terms of letting monsters not get trapped against you in small areas and thus your having no choice but to take damage upon entering a room. ** On the other hand, in MP this also prevents some cheesiness of letting one invincible player hold a melee monster at bay from attacking other players (that was already prevented for spells, but now it's prevented for monsters as well). |
Date Modified | Username | Field | Change |
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Mar 18, 2012 10:18 am | Terraziel | New Issue | |
Mar 18, 2012 10:21 am | Chris_McElligottPark | Note Added: 0020976 | |
Mar 18, 2012 10:33 am | Terraziel | Note Added: 0020978 | |
Mar 18, 2012 10:41 am | Chris_McElligottPark | Note Added: 0020979 | |
Mar 18, 2012 11:50 am | tigersfan | Internal Weight | => Feature Suggestion |
Mar 18, 2012 11:50 am | tigersfan | Status | new => considering |
Mar 19, 2012 10:17 am | Chris_McElligottPark | Note Added: 0021010 | |
Mar 19, 2012 10:17 am | Chris_McElligottPark | Status | considering => resolved |
Mar 19, 2012 10:17 am | Chris_McElligottPark | Fixed in Version | => 0.909 |
Mar 19, 2012 10:17 am | Chris_McElligottPark | Resolution | open => fixed |
Mar 19, 2012 10:17 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |