Jason Booth steps in in a typically informative post to discuss a bit more about the collision detection we heard about earlier in the week. It appears player to player collision isn't going to be, but monster to player is. Here's a bit of explanation:
Thus, if you turn on player to player collisions, you get errors in syncronization of time in when they collide; each view of the world see's the collision at slightly different times, and slightly different places. When those differences are rectified, someone, or both parties, are forced to a new location. This is highly annoying to experience, expecially if you're, say, hanging from a ledge above a pit of fire.
Monsters don't have this problem because they only exist on one time line; the server's view.
An interesting look at the game dynamics of collision for sure. Read his entire post here.
