Feedback talk:Joe Kimmes/Archive September 2009

pet interface
so can you comment on this interface and redesign of how pets act? :Change controls to be something like this so pets act like heroes and attack anything that is attacking me when they are on guard?-- Zesbeer 23:02, 2 September 2009 (UTC)
 * Zesbeer, if you have a suggestion for changes to the game it should be placed in the feedback space as a suggestion, not on the developer's talk pages. Thanks! -- Wyn [[Image:User Wynthyst sig icon2.png|19px ]] talk  00:18, 3 September 2009 (UTC)

Yet again wyn i want to know what his thoughts are directly.-- Zesbeer 00:29, 3 September 2009 (UTC)
 * That's why your suggestion pages also have talk pages. If you want to bring it to his direct attention, the best way is to make your suggestion and then just direct him to it here. Although this should be done sparingly, because if he gets too many people directing him to their suggestions he won't bother :P (Satanael 19:48, 5 September 2009 (UTC))

Collision Detection/unpassable terrain&bridge
what kind of collision detection are you using in the game? --Boro 15:39, 5 September 2009 (UTC)
 * I am interrested as well to know why Paragon have trouble hitting foe when the target or the Paragon him/herself is on a bridge. Isse happens when:
 * both Paragon and target are on the bridge.
 * Paragon in on the bridge and target is past the end of the bridge.
 * Parangon is not on the bridge and target is on the bridge.
 * Rangers do not seem to suffer from this issue. Jaxom 01:11, 6 September 2009 (UTC)
 * Rangers do, as do casters attacking with wands/staves and, in fact, any projectile that requires line of sight. I've had it happen on my elementalist with Fireball.  &not; Wizårdbõÿ777  ( talk ) 02:44, 6 September 2009 (UTC)
 * Neither my E nor my Mo have trouble hitting someone (or something) juste 15cm away from them on the same bridge. My P does... Jaxom 07:28, 6 September 2009 (UTC)
 * I don't know the exact mechanics of GW1's collision detection, but bridges definitely cause it a lot of trouble. Unfortunately this is something that is unlikely to be fixed, since it would likely require a complete overhaul of the existing collision code. - Joe Kimmes [[Image:User Joe Kimmes Avatar.png|Talk Page‎]] 17:10, 8 September 2009 (UTC)
 * For Gw2, Is the (engine) dev team using a middle-ware for collision detection ? If not, and if some projectiles involve some targeting from the player, what is their philosophy regarding the anti-lag code and the ability to detect / jam aim-bots. If they cant, will they stick to no targeting required from the player ? Yseron - 90.14.229.2 12:08, 9 September 2009 (UTC)
 * I believe Joe is strict GW1. - Reanimated X 12:13, 9 September 2009 (UTC)
 * I was hoping he was talking with the other devs from time to time. Yseron - 90.29.179.106 15:54, 11 September 2009 (UTC)
 * The reason bridges seem to screw up a lot is coz there's no Z axis so if there's something below or near the bridge which can block LOS, it will block you as if you were below the bridge, same as how people underneath a bridge can block people "on" the bridge. DarkNecrid 18:56, 12 September 2009 (UTC)