"Pushing" each other on COH


Blue_Centurion

 

Posted

Chalk this post under the "yes I am crazy" category, but I do have a question:

Often when I zone into a place (by train, ouro, whatever), the other character who is in the same space often pushes me (meaning we are relatively in the same space and s/he moves my character by his movement). The initial push doesn't seem weird and doesn't bother me, but is it my imagination that people tend to get a kick out of continuing the push? So stupid on my part, but that is when I start to get annoyed. It feels like they are just pushing me to be funny and I have to jump for them to stop.

Silly question, but I was just wondering if I was blaming them for something that they aren't doing. Any thoughts?


Global Name: Denver Nugget
Playing since i3 on 8 servers

 

Posted

The continuing pushing is because the server is trying to reconcile where you two are in relation to each other and the feedback from both your computers. It has you both in the same space so it moves one... and then also moves the other, that is, both of you into a new same space. And so, it tries to resolve that conflict and so on.

If it's any consolation, the player you think is pushing you is thinking you're pushing them.


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Posted

Quote:
Originally Posted by Zombie Man View Post

If it's any consolation, the player you think is pushing you is thinking you're pushing them.
I *am* pushing them. Those stupid jerks. LOL. Thanks, what you said makes sense.


Global Name: Denver Nugget
Playing since i3 on 8 servers

 

Posted

If I'm pushing you, it's only because I want you to be a better hero.


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

Posted

I have never understood this in the Cities. Your posts make perfect sense, that is not my problem. My problem is the lack of planning that went into the design. Before anyone starts talking about "programming limits" let me be extremely clear. My first SG was a big deal to me. I recruited non-stop for months. We started small of course, but grew quickly. This was back when 75 was the SG cap, although during my tenure as SG leader it went to 150, woot! When I put in the hospital as fast as I could I got 4 (Four) Resurrection platforms in it. You see what I did there? Four for 150 people. The Devs leave every portal into a zone train, mission door, ouro portal with 1 (One) spot to stand. I am planning for 150 peeps and I put in 4. There are planning for everybody that plays the game and they put One. Check this little plan. Most door missions are maxed at 8, right? So, you slot in 8 spots to stand inside the door, like the Star Trek teleporters, and everyone has a spot. Use the same design everywhere, and you have most of these problems solved. Not all, but most.


 

Posted

If it really mattered, I'd be right there with you Blue_Centurion.
But as it is, it is shrug worthy.

I could counter with an argument of what is the programming load for sorting out which player gets which loading spot, and adjusting slower loading times, first in first out, and holding time stamps, or a list of things that define why it isn't "that simple", but frankly, it is a minor minor QoL issue.


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Posted

True. But I got a whole box of 2 cent pieces here and thought I would throw one out.

The one that really bother me (pushing that is) is the civilians. The first time my Huge "Super Tanker Man" was pushed slowly out of the way by a secretary walking down the street I was like WTF? Very illusion breaking. But I understand that that kind of stuff is so hard coded into the game it just IS always going to be there. So, even though that bother me a thousand times more than the door jostling I know there is nothing beyond a ground up recoding of the entire game that will fix that. Sigh. THis is related to the very real combat problem of having "pets" block you from dorrs/targets/knock you places. Because "pets" have position priority over players.


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
Because "pets" have position priority over players.
Although if you find a friendly pet that isn't pushable, /bug it. All friendly pets should be able to be pushe dout of the way.


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Posted

Quote:
Originally Posted by Rajani Isa View Post
Although if you find a friendly pet that isn't pushable, /bug it. All friendly pets should be able to be pushe dout of the way.
Then my account is at the bottom of the priority heap. I am always pushed by teammates pets. Also, my lore pets "Polar lights" are like little walls I run into and have to back up to get around.


 

Posted

Quote:
Originally Posted by shaggy5 View Post
It feels like they are just pushing me to be funny and I have to jump for them to stop.
Look, I have lives to save. If you weren't in my way, I wouldn't have to push you at all.


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Posted

Quote:
Originally Posted by Blue_Centurion View Post
Then my account is at the bottom of the priority heap. I am always pushed by teammates pets. Also, my lore pets "Polar lights" are like little walls I run into and have to back up to get around.
Not saying they won't push you, but if you find yourself unable to push back, that's a bug.


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Posted

Quote:
Originally Posted by Rajani Isa View Post
Not saying they won't push you, but if you find yourself unable to push back, that's a bug.
Not if they are your own pets - they shouldn't be able to push you or be pushed by you - instead it was changed so you could walk through them - team mates can't though'


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Posted

That's why I like phasing powers. It's always a nice little trick to play on jousting players.


 

Posted

In PvE, Teleport works too. I've had to use TP to get out of rooms with small doors crowded by enemies. Hint: Shield Bash is a TP. Use it to move past impassable enemies.

In general, the pushing thing bothers me too, but it really doesn't happen enough to warrant doing something about it, at least as a priority. It would be really nice to take a look at this and see if anything could be done cheaply.

When folks zone in and get the "zone-in-pushing bug" (where characters are perceived to push each other after zoning into a new area), is it possible to detect a "collision" and move the characters in a *random* direction? Because right now, everyone moves in the *same* direction. Which results in another collision, which causes another movement, which results in another collision, which etc. etc. If folks moved in a random direction, at least the probability that a second collision results is greatly reduced.

I hope that this could be considered a "cheap" fix to the zone-in-pushing problem.


 

Posted

Quote:
Originally Posted by Zombie Man View Post
The continuing pushing is because the server is trying to reconcile where you two are in relation to each other and the feedback from both your computers. It has you both in the same space so it moves one... and then also moves the other, that is, both of you into a new same space. And so, it tries to resolve that conflict and so on.

If it's any consolation, the player you think is pushing you is thinking you're pushing them.
I can confirm the auto-pushing.
When I'm playing two accounts at once and both characters enter a mission one right after the other, I will often observe that they keep pushing each other after zoning even though I'm not moving either character. Given enough time, they will sometimes push each other quite a ways from the door without any help from me!