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	<title>Blog3000 &#187; tab</title>
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	<description>Game Theory and Opinion</description>
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		<title>Overused &#8211; Sticky Targeting</title>
		<link>http://alexpizzini.com/blog/2010/01/17/overused-sticky-targeting/</link>
		<comments>http://alexpizzini.com/blog/2010/01/17/overused-sticky-targeting/#comments</comments>
		<pubDate>Sun, 17 Jan 2010 05:29:19 +0000</pubDate>
		<dc:creator>Alex Pizzini</dc:creator>
				<category><![CDATA[Overused]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[tab]]></category>
		<category><![CDATA[target]]></category>

		<guid isPermaLink="false">http://alexpizzini.com/?p=64</guid>
		<description><![CDATA[Don't bother trying to dodge that arrow. Zig-Zag all you want, you can't avoid it. Taking cover from that fireball flying through the air won't do anything.  You've been targeted.]]></description>
			<content:encoded><![CDATA[<blockquote><p>Overused is a new column where I will point out a device that has been overused in MMOs. These mechanics and gameplay features may be used as a crutch, the status quo, or just plain too much. Overall, they&#8217;re used when they don&#8217;t have to be, and often shouldn&#8217;t be.</p></blockquote>
<p>Don&#8217;t bother trying to dodge that arrow. Zig-Zag all you want, you can&#8217;t avoid it. Taking cover from that fireball flying through the air won&#8217;t do anything.  You&#8217;ve been targeted.</p>
<p>There are many reasons for using a targeting system like that, but that doesn&#8217;t make that physics-defying arrow any less aggravating. Escape from the sticky target is rarely a possibility once You&#8217;ve been clicked on, tabbed to, assisted to, or victimized by &#8220;/target&#8221;. One moment in line of sight is all that&#8217;s needed for projectiles to phase through matter and strike you or send a swarm of pets your way despite your best escape efforts.</p>
<p>It&#8217;s a lot easier to create a system that determines valid targets when you don&#8217;t have to consider the physics of projectiles in your code; easier and less strenuous to calculate. The alternatives include systems that are more resembling of a first person shooter, and are often considered to be more skill based in gameplay. Personally, I&#8217;m a fan of the way <a href="http://www.fallenearth.com">Fallen Earth</a> seems to have done it. In a sort of hybrid of the two systems, targets are determined by checking what target is in the crosshairs when the attack is made.</p>
<p>This is all well and good for weapons whose projectiles cover their ground nearly immediately, but what about those slow moving arrows and fireballs? Are the only options for projectiles a sticky targeting system or heavily physics based collision system? I say no. It seems to me that you could determine if a projectile hits or not based on if a target intersects the projectile&#8217;s motion vector or arch at the time projectile reaches that same point. The projectile would just be animated along that path, and hit detection becomes a matter of a simple linear or quadratic equation rather than a more complicated physics reaction and collision. There you have accuracy of a shooter combined with the CPU usage of a typical sticky targeting system.</p>
<p>Let me know what you think. Do you like the common tab and sticky targeting in many MMOs? What are your favorite targeting systems used in MMOs?</p>
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