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BUG: Ground-targetted area abilities, cameras, and invisible walls


Rhesus_TOR

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The user's camera should NOT be stopped by transparent or invisible spaces ever, and even if it is, the camera clipping shouldn't impact where ground-targetted area abilities are allowed to be dropped and worse still, the placement of the camera should NOT impact gameplay mechanics.

 

The following list is not comprehensive, but it is meant to highlight a number of places where players with ground-targetted abilities are at a disadvantage w/regards to gameplay.

 

 

 

 

A Few Examples:

 

Czerka Corporate Labs shafts of light in the area above the first boss.

If you make the mistake of turning your back to the open space, good luck getting your ground-targetted ability to target the plane on which your character is standing.

 

 

Czerka Core Meltdown

There are invisible "domes" inside the first two boss habitats. Cameras can clip through the domes, but when they do good luck interacting with the objects in the habitats or dropping ground-targetted abilities.

 

 

Dread Fortress

Gate Commander Draxus' Bulwarks, their shields, and the adds contained within those shields. If your camera is too far out, even if you're standing inside the space used by the Bulwarks, the Bulwark and all of the adds within the shields will absorb AoE damage, especially abilities that use ground-targetting. It would appear that the calculation for "is in shield" is happening from the camera and NOT the player's position.

 

 

Asation

Operator 9 cores. The shields on the cores, even though "lowered" by the panels prevent damage from registering when that damage is delivered via ground-targetted abilities.

 

 

Overhead pipes, atmospheric/lighting elements, and things that protrude from ceilings EVERYWHERE.

Most notably, any indoor space on Corellia, but other places include the signs on Nar Shadda, inside caves on Voss, Alderaan, and Belsavis, and all of the things hanging down from the ceilings in Dread Fortress and Dread Palace.

 

 

 

 

Can these sorts of issues either be fixed or is it possible to have the calculations for area effect placement start from the plane on which the character is standing and NOT from the player's camera? This is a great game, but two years into the game, fighting the player's camera is getting old.

Edited by Rhesus_TOR
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