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Seeing monsters that should not be seen

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Why should we be able to see monsters (or players) if there is no line of sight between us? For example in two corridors, where between us are wall, unexisting area and other wall, but we can still see each other. If other was simply lurking around the corner, that could be argued with "hearing", "smell" or other strange uses of perception, but in some occasions that is not the case.

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I would guess because EL is not a FPS (First-Person Shooter) so we are not bound by line-of-sight restrictions. I believe EL false more in the area of a TPS (Third-Person Shooter) with an eye-in-the-sky viewing perspective.

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I would guess because EL is not a FPS (First-Person Shooter) so we are not bound by line-of-sight restrictions. I believe EL false more in the area of a TPS (Third-Person Shooter) with an eye-in-the-sky viewing perspective.

We already have perception and camofladge limiting visibility. Why shouldn't line of sight -restrictions apply as well?

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I honestly don't find this issue important or urgent.

I suppose it could be implemented quite easily (I base my opinion on the fact archery is almost implemented). The question is: do we want it?

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I honestly don't find this issue important or urgent.

Most suggestions aren't important, or urgent....because they are suggestions, ideas only.

 

I suppose it could be implemented quite easily (I base my opinion on the fact archery is almost implemented). The question is: do we want it?

I do. It is rather inconsistent that I cannot see more than 4 squares away from me at night, but can see quite clearly through a brick wall. As you say, with the archery implementation imminent, perhaps the tools are in place (obstacle detection, or whatever it may be) to make this happen.

 

As a suggestion, it seems quite sound.

 

S.

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To do this, you could lengthen your perspective. Adjust it to 50+ and your view will be closer to your shoulder, making you not be able to see through things that are taller than you and other solid objects like rocks and trees. Then don't cheat by swiveling camera vertically. ;)

 

Doing that will hurt FPS rate, though.

Edited by peino

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Very very expensive to perform ray tracing for every actor pair in range, compared to simple distance tests (with perception modifiers). This has to be done server side, and there is a reason why FPS games don't scale to MMO-sizes.

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