cRPG

cRPG => General Discussion => Topic started by: rustyspoon on September 21, 2011, 12:03:35 am

Title: No other way to say it...these new hitboxes are fucking terrible.
Post by: rustyspoon on September 21, 2011, 12:03:35 am
Generally whenever a new patch comes out I like the changes and think the devs are moving things in a good direction.

This change with the hitboxes though, is fucking awful. One big problem is it causes so much strange behavior. I'm sure that it is compounded by ping differences, but add them both together and it sucks. I constantly have hits that pass right through people or I hit people that are nowhere near my swing. I've even been getting hiltslashed by polearms which has never happened before. Not to mention the fact that I pray no one is even remotely close behind me when I'm swinging long maul overheads.

Now it seems that the actions of your weapons are divorced from logical behavior. These problems just can't stand in a twitch-based melee fighter. I hope the devs come to their senses and put it back the way it was.

UPDATE: Seems a lot of the problems are due to lag. Lag combined with new animations 'causes wonky behavior sometimes. It's also the animations that changed and not the hitboxes. Maybe if we had a CHANGELOG we could stop a lot of confusion before it started.

Regardless, I still think the change is a bad idea. In real life if I was fighting in a small corridor, I would make small movements with my weapon. In this game, your character swings their weapon like they are fighting off a horde of bees. We have no choice about our animations. Why in a game with great melee combat mechanics are you making it more difficult to have melee combat?
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Kafein on September 21, 2011, 12:19:17 am
Generally whenever a new patch comes out I like the changes and think the devs are moving things in a good direction.

This change with the hitboxes though, is fucking awful. One big problem is it causes so much strange behavior. I'm sure that it is compounded by ping differences, but add them both together and it sucks. I constantly have hits that pass right through people or I hit people that are nowhere near my swing. I've even been getting hiltslashed by polearms which has never happened before. Not to mention the fact that I pray no one is even remotely close behind me when I'm swinging long maul overheads.

Now it seems that the actions of your weapons are divorced from logical behavior. These problems just can't stand in a twitch-based melee fighter. I hope the devs come to their senses and put it back the way it was.

Previous hitboxes weren't perfect, but now hits going trough people and missed ones registering are not the exception, they seem to be the rule  :lol:
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Vingnir the Wanderer on September 21, 2011, 12:25:46 am
After the patch, seems like I was having this happen alot with lance thrusts from horseback, and overhand 1hander swings - Just for the record
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Crob28 on September 21, 2011, 12:28:34 am
yea literally two mins ago on siege I did an overhead clean through a dudes head and he didnt even flinch, defo wasnt lag or anything either as he wasnt moving

EDIT with a 1 hander btw
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Overdriven on September 21, 2011, 12:31:19 am
Noticed it on duel I must say. And quite a few people were complaining about it in chat at the time.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Senni__Ti on September 21, 2011, 12:35:15 am
also noticed this, aswell I found I was glancing some pretty direct hits with 8 ps and a weapon with decent damage
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: [ptx] on September 21, 2011, 12:38:20 am
Damage from melee hits seems completely random. 7 PS, a blunt polearm, all hits in mid-swing, more or less the same enemy - sometimes i kill in 1-3 hits, sometimes the other guy survives some 4-5 hits. Also, completely random bounces.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Gurnisson on September 21, 2011, 12:41:46 am
Yeah, pretty random stuff happen now.  :|
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Lt_Anders on September 21, 2011, 12:53:22 am
Yeah, pretty random stuff happen now.  :|

Huh And i thought it was just me. Yea hitboxes are wonky they need to majorly fix them.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Jacko on September 21, 2011, 01:08:08 am
Heh yeah, don't forget all the teamhits you take now. Hell, most of my lose of HP (and deaths for that matters) are from teammates. I really don't understand how you guys can stand playing melee classes all the time.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Lt_Anders on September 21, 2011, 01:09:16 am
Heh yeah, don't forget all the teamhits you take now. Hell, most of my lose of HP (and deaths for that matters) are from teammates. I really don't understand how you guys can stand playing melee classes all the time.

Mounted Xbow, I avoid melee :)
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: camperus on September 21, 2011, 01:21:54 am
Mounted Xbow, I avoid melee :)
That sounds funny.

/irony
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Leshma on September 21, 2011, 01:28:07 am
Whiners :P

Short version, you bounce because you suck.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Lt_Anders on September 21, 2011, 01:56:36 am
That sounds funny.

/irony

I ist lost.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Memento_Mori on September 21, 2011, 02:22:04 am
I haven't played a lot with the new patch, but I love the concept that weapons don't swing through floors, ground, walls, team mates, doors and all that good stuff.

So far I haven't noticed much 'wonky' or weird shit happening with the hit boxes, obviously going to have to play more.

Question, which role are you guys playing that you notice it so much? I've been playing my 2h so far since the new patch and really haven't noticed much other than the obvious "hey I can't swing through that wall, or that door." and also "Hey, these confined spaces don't do well for me swinging my giant 2h... Wish I had a smaller weapon.." another one being "HEY WTF I CAN'T TURN INTO MY SWINGS TO SWIPE AT YOUR FEET, I JUST END UP HITTING THE GROUND."

Gonna play with it more but really I haven't noticed anything but good things coming from this hit box thing... Was crazy dumb swinging my huge 2h around in tight spaces somehow phasing the blade through the wall and into the enemy by turning into my swings... Pole arm over heads passing through team mates and hitting enemies was also silly.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: rustyspoon on September 21, 2011, 03:31:29 am
I haven't played a lot with the new patch, but I love the concept that weapons don't swing through floors, ground, walls, team mates, doors and all that good stuff.

So far I haven't noticed much 'wonky' or weird shit happening with the hit boxes, obviously going to have to play more.

Question, which role are you guys playing that you notice it so much? I've been playing my 2h so far since the new patch and really haven't noticed much other than the obvious "hey I can't swing through that wall, or that door." and also "Hey, these confined spaces don't do well for me swinging my giant 2h... Wish I had a smaller weapon.." another one being "HEY WTF I CAN'T TURN INTO MY SWINGS TO SWIPE AT YOUR FEET, I JUST END UP HITTING THE GROUND."

Gonna play with it more but really I haven't noticed anything but good things coming from this hit box thing... Was crazy dumb swinging my huge 2h around in tight spaces somehow phasing the blade through the wall and into the enemy by turning into my swings... Pole arm over heads passing through team mates and hitting enemies was also silly.

After more extensive testing, here's what I've found:

1. Hiltslashing seems to be easier to accomplish.

2. Lolstabs are a lot more dangerous.

3. The change seems to REALLY exaggerate the differences between pings. I think this is where a lot of the wonky behavior comes from.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Thucydides on September 21, 2011, 05:00:44 am
everything mentioned ITT i have experienced prepatch
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Jambi on September 21, 2011, 05:03:28 am
Couple of patches back, Koldborn and me already showed the devs  the arrow shoot thru bug on the duel server.

Devs acknowledged it, and said it wasnt crpg's related, but a native bug.

Nowadays it seems to be effecting everything, even people are able to hit thru blocks/shields sometimes.

Tho.... i realy think the CRPG coding is making it even more worse.

I personally think it has something to do with the servers not registering properly sometimes.

I hope devs will find the solution to the problem soon.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: cmp on September 21, 2011, 05:40:04 am
Seriously... what.
Two things were changed in the latest major patch:
1) animation threshold for hitting teammates (i.e. hitting teammates is easier)
2) animation threshold for hitting objects (i.e. hitting objects is easier)
No change whatsoever was made to hitboxes or anything related to regular combat.

This change with the hitboxes though, is fucking awful. One big problem is it causes so much strange behavior. I'm sure that it is compounded by ping differences, but add them both together and it sucks. I constantly have hits that pass right through people or I hit people that are nowhere near my swing. I've even been getting hiltslashed by polearms which has never happened before. Not to mention the fact that I pray no one is even remotely close behind me when I'm swinging long maul overheads.
Previous hitboxes weren't perfect, but now hits going trough people and missed ones registering are not the exception, they seem to be the rule  :lol:
After the patch, seems like I was having this happen alot with lance thrusts from horseback, and overhand 1hander swings - Just for the record
yea literally two mins ago on siege I did an overhead clean through a dudes head and he didnt even flinch, defo wasnt lag or anything either as he wasnt moving

EDIT with a 1 hander btw
Noticed it on duel I must say. And quite a few people were complaining about it in chat at the time.
also noticed this, aswell I found I was glancing some pretty direct hits with 8 ps and a weapon with decent damage
Damage from melee hits seems completely random. 7 PS, a blunt polearm, all hits in mid-swing, more or less the same enemy - sometimes i kill in 1-3 hits, sometimes the other guy survives some 4-5 hits. Also, completely random bounces.
Yeah, pretty random stuff happen now.  :|
Huh And i thought it was just me. Yea hitboxes are wonky they need to majorly fix them.
After more extensive testing, here's what I've found:

1. Hiltslashing seems to be easier to accomplish.

2. Lolstabs are a lot more dangerous.

3. The change seems to REALLY exaggerate the differences between pings. I think this is where a lot of the wonky behavior comes from.

The power of placebo.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Xant on September 21, 2011, 06:03:42 am
Yep  :lol:

Same thing with someone saying "wtf, I feel like I'm running faster" and then ten people saying "OMAGAWD YES ATHLETICS BUFFED I RUN SO FAST"
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Swaggart on September 21, 2011, 06:04:58 am
Whatever was changed, animations or hitboxes, its really weird in game. I've had overheads go through people, well-timed thrusts with a polearms bounce of people with low armor and other weird crap. This isn't just one or two people experiencing it, its a lot.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Xant on September 21, 2011, 06:06:15 am
Overhead hitboxes have always been weird, native problem - it's just more noticeable now that it can actually bounce off of the ground. Polearm thrust has also always been a bit random.

It's same ol' same ol'. People complaining about the other guy using an OP weapon when they die, spamming, hitboxes... Anything that takes the blame off them. And since they heard from a guy who heard it from a guy that hitboxes got changed, well, a wonderful excuse right there!
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: justme on September 21, 2011, 06:10:01 am
hitboxes were fucked up at least 3-4 patches ago.. its still the same, sucky.. get used to it, start abusing animation :D
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Beans on September 21, 2011, 09:05:06 am
Seriously... what.
Two things were changed in the latest major patch:
1) animation threshold for hitting teammates (i.e. hitting teammates is easier)
2) animation threshold for hitting objects (i.e. hitting objects is easier)
No change whatsoever was made to hitboxes or anything related to regular combat.

The power of placebo.

I don't know about this particular issue, but I know that every single patch there are large amounts of changes that affect all sorts of things. Changes are not made in isolation so isn't fair to handwave away everyone's concerns so easily. Plus there are never any complete patch notes.

Maybe you think that those 2 animation changes *should* be the only things effecting people getting hit(or not hit), but that doesn't mean something could have happened. We have had unintended effects every single patch, most of the time they get rolled back because they exist because of a mistake.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Digglez on September 21, 2011, 09:07:53 am
After more extensive testing, here's what I've found:

1. Hiltslashing seems to be easier to accomplish.

2. Lolstabs are a lot more dangerous.

3. The change seems to REALLY exaggerate the differences between pings. I think this is where a lot of the wonky behavior comes from.

I've noticed the hiltslashes even with my 1h'er.  Many things that should have bounced actually hit.  And stuff that would normally hit swings right thru ppl.  Whatever they changed its made for some very bad melee'ing.  People walking thru me, my swings phasing thru ppl, etc.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Cepeshi on September 21, 2011, 09:14:13 am
I feel like i am slow as shit ingame, my blocks are mostly late, so it might seem the attack went thru, but before the patch with less wpf and pretty much the same gear my block success ratio was little higher...but i guess when i get used to the new pace of combat i will be fine and sucking just as bad as before  :mrgreen:
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Corwin on September 21, 2011, 09:32:16 am
I have no idea why, or is it just a coincidence, but last night I quit playing after my German GS bounced third time in five swings. I have 6PS atm, and this should happen rather rarely. Last night, it was crazy.
Also, I noticed I need a few more hits to kill medium armored people. Are you sure you didn't mess with soak values again?
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Templar_Ratigan on September 21, 2011, 10:51:55 am
Yeah, pretty random stuff happen now.  :|

Ive felt the hitboxes were a bit weird ever since the upkeep patch, but that's just me.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Prpavi on September 21, 2011, 11:07:05 am
Seriously... what.
Two things were changed in the latest major patch:
1) animation threshold for hitting teammates (i.e. hitting teammates is easier)
2) animation threshold for hitting objects (i.e. hitting objects is easier)
No change whatsoever was made to hitboxes or anything related to regular combat.



Well than the only other explanation for this imo is lag on the servers and we have be getting allot of that lately.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Cepeshi on September 21, 2011, 11:09:57 am

Well than the only other explanation for this imo is lag on the servers and we have be getting allot of that lately.

some dev said: if you bounce, you suck... so, most of the playerbase sucks now
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Gorath on September 21, 2011, 11:15:27 am
some dev said: if you bounce, you suck... so, most of the playerbase sucks now

Devs:  Working as intended

Playerbase:  Adapting

Devs:  Fuck, nerf them again

Playerbase:   :evil:  Fuck it, adapting

Devs:  Shit, keep it up.  Nerf them till they suck

Playerbase:   :?  ffs man.......

Devs:  HA!  Now tell them they suck!

Playerbase:   :rolleyes:


........*small measure of time passes*........  Adapting

Devs:  FFFFFFFFFUUUUUUUUUU
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Cepeshi on September 21, 2011, 11:23:45 am
Devs:  Working as intended

Playerbase:  Adapting

Devs:  Fuck, nerf them again

Playerbase:   :evil:  Fuck it, adapting

Devs:  Shit, keep it up.  Nerf them till they suck

Playerbase:   :?  ffs man.......

Devs:  HA!  Now tell them they suck!

Playerbase:   :rolleyes:


........*small measure of time passes*........  Adapting

Devs:  FFFFFFFFFUUUUUUUUUU

if the bolded part does not come soon enough, ill follow the steps of allmighty Gnjus and retreat forever from the virtual battleground to real life stuff  :mrgreen:
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Gorath on September 21, 2011, 11:25:27 am
if the bolded part does not come soon enough, ill follow the steps of allmighty Gnjus and retreat forever from the virtual battleground to real life stuff  :mrgreen:

It really is the wiser decision imo.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Cepeshi on September 21, 2011, 11:29:46 am
It really is the wiser decision imo.

Atm too busy irl to spend enough time ingame to get pissed enough to quit   :mrgreen: heh, hope it makes sense lol, but still, most of my friends do not play anymore anyways, out of like 15, we are 2 somewhat active left :( Sucks. Thanks the devs for "improving the game and making it more enjoyable for masses"
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Cyclopsided on September 21, 2011, 11:41:08 am
I've been loving the ground collisions and teammate collisions.

Going to vouch with devs here about placebo hitboxes. Since I wasn't playing with people making shit up, I didn't perceive any of this nonsense about hitboxes supposedly changing.
Was watching spookisland, a notoriously narcissistic NA siege player[armor crutcher]. He charged up a ramp into a narrow corridor against 7 enemies and everybody (including spook) proceeded to swing their 2h into walls for about 30 seconds until spookisland eventually won. 10% of the swings hit enemies IF THAT.
Everybody involved was bad because they sucked at being aware of where there weapons were swinging.  We laughed for a good couple of minutes.
Armor parameters have not been changed. Attacks are "active" earlier now though - at least against props. That means with a long weapon you might bounce on the enviroment if you are not aware of your surroundings. Forgot if it is earlier active against agents too but seems so.

Short version, you bounce because you suck.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: cmp on September 21, 2011, 12:37:12 pm
Maybe you think that those 2 animation changes *should* be the only things effecting people getting hit(or not hit), but that doesn't mean something could have happened.

No, I don't "think". I know exactly what code path gets taken and it has nothing to do with the issues mentioned in the thread.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Corwin on September 21, 2011, 12:48:04 pm
And what about bouncing? Lag? All of us suck? Any explanation?
Btw, change your profile, I don't think there is a such thing as VRN anymore.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: cmp on September 21, 2011, 12:51:22 pm
And what about bouncing? Lag? All of us suck? Any explanation?

What bouncing? On teammates and objects? What about it?
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Vibe on September 21, 2011, 01:05:40 pm
All I noticed is extra collisions with ground, props and teammates. I don't know what the fuck you guys are experiencing.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Corwin on September 21, 2011, 01:15:35 pm
What bouncing? On teammates and objects? What about it?
On enemies. It's been happening last night a lot more than ever before. At the end, three out of five swings from my German Greatsword bounced of medium/heavy armors, so I quit at that point. It wasn't, definitely bouncing of teammates or objects, because I was fighting in the middle of a field and no one was around.  I don't know about the situation today, I am still at work. As Prpavi said, it could be lag related issue.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Jacko on September 21, 2011, 01:20:14 pm
I think part of the reason people are getting these "placebo bounces" are because they don't know what's causing them. All they see is hits not being registered. I've been noticing increased lag/stutter, which is probably adding to the confusion.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: rustyspoon on September 21, 2011, 01:25:32 pm
Seriously... what.
Two things were changed in the latest major patch:
1) animation threshold for hitting teammates (i.e. hitting teammates is easier)
2) animation threshold for hitting objects (i.e. hitting objects is easier)
No change whatsoever was made to hitboxes or anything related to regular combat.

The power of placebo.

Sorry for stating "hitboxes" are changed instead of "animations". Next time I will be sure to contact the devs directly to make sure I am using the correct words to describe what the devs did on the back end to change the game. Hey, maybe if you...I don't know...made an actual changelog we'd know what you did instead of guessing. :rolleyes:

Regardless, something has changed and it causes odd behavior in REGULAR combat. It seems to really only occur with high ping differences. Happens to me a lot when I'm around 75 ping, a lot less when lower.

Though this change is good IN THEORY, I don't think it works in practice. Aside from the odd combat issues it just doesn't work well in game. The animations on the characters in this game are somewhat exaggerated. They are big, wide movements. In real life if I was trying to hit someone with a sword in a tight corridor I wouldn't be making large, sweeping movements. We however, have no choice in the matter. In some small areas, I've even had my weapon hit what seemed to be the ceiling and it stopped. I basically couldn't make a single attack.

I just don't understand why you would take a game that has great mechanics for melee combat and then make it more difficult to have melee combat.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Prpavi on September 21, 2011, 01:28:55 pm
I think part of the reason people are getting these "placebo bounces" are because they don't know what's causing them. All they see is hits not being registered. I've been noticing increased lag/stutter, which is probably adding to the confusion.

this.

hits are just not being registered properly, go through ppl, bounce.

i mostly blame this on the servers

Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Corwin on September 21, 2011, 01:33:14 pm
OK, that could be it.

On totally unrelated issue, I am playing a twohander this gen, and I would very much like to know did soak values for armor change at all or not?
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Kansuke on September 21, 2011, 01:38:54 pm
All I noticed is extra collisions with ground, props and teammates. I don't know what the fuck you guys are experiencing.

This.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Punisher on September 21, 2011, 01:40:33 pm
On totally unrelated issue, I am playing a twohander this gen, and I would very much like to know did soak values for armor change at all or not?

Not since the new values more then 1 month ago.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Cyclopsided on September 21, 2011, 01:42:13 pm
Played some more, going to further back up what I said earlier.

Going to add one thing: oh my god pole arm animations are so exaggerated, that they cause you to hit walls up to a meter behind you (not on your side!) on side swings.
You have to be so spacial aware now. I LOVE it, but at the same time I am with everyone else in the 'not used to it yet' boat. Once I adjust to being so aware of my distances to walls and other props it is going to be beast!
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: cmp on September 21, 2011, 01:58:27 pm
Regardless, something has changed and it causes odd behavior in REGULAR combat. It seems to really only occur with high ping differences. Happens to me a lot when I'm around 75 ping, a lot less when lower.

Nope.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: rustyspoon on September 21, 2011, 02:03:09 pm
Nope.

Oh, so that was YOU standing behind me while I was playing and observing what was happening. I was wondering who that was and how you got into my house.

Also, as everyone knows, programmers are infallible and no unexpected behavior ever occurs when programming. Amirite?
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Jacko on September 21, 2011, 02:17:42 pm
Record it, come back here and post it, then let him explain what it is or isn't.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Senni__Ti on September 21, 2011, 02:25:41 pm
The power of placebo.

Don't see how it was the placebo effect, I found these problems before I heard anyone else mention hitbox changes or similar.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: cmp on September 21, 2011, 02:36:16 pm
Also, as everyone knows, programmers are infallible and no unexpected behavior ever occurs when programming. Amirite?

Also, as everyone knows, users are reliable.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: MrShine on September 21, 2011, 02:44:12 pm
I haven't noticed anything new.

However, there are a lot of people who seem to have come to similar conclusions (partially) independently. I'm not saying a mass of people is always right, but this wouldn't be the first time coding changed more than expected, no matter how sure you are.

I don't think it's fair to completely discount this so quickly.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Paul on September 21, 2011, 02:45:38 pm
One thing that might explain why some people think they are glancing on their target in front of them is that prop/agent(behind or at the sides) bounces that are caused at a very early stage of the animation lead to an attack that is only stopped half ways of the animation. At least prop collisions can be identified with the sound(or lack of) though.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Corwin on September 21, 2011, 03:48:29 pm
I would say that with all of this katana was buffed much more than it was obvious in the first place. :D Cheers, ninjas!
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Prpavi on September 21, 2011, 04:07:49 pm
Also, as everyone knows, users are reliable.

and you are a fucking dickhead.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Phew on September 21, 2011, 04:24:48 pm
I've noticed lots of swings going right through people lately now too, and if I'm within 5 ft of a wall, I have zero chance of my swings connecting with anyone. I'm thinking of trading for a short 2H weapon (Morningstar or Maul) next gen just so I can hit something besides a wall.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Lt_Anders on September 21, 2011, 04:28:03 pm
Don't see how it was the placebo effect, I found these problems before I heard anyone else mention hitbox changes or similar.

Same here. A generation ago I was noticing hits missing all the time as 1h.

Now as pole again I notice that, for some reason, I hit teammates far more.  If Only we had a way to film the entire match so that one could go back and watch what happens to everyone during the match. That's make it SO easy to debunk a lot of myths.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Shigeru on September 21, 2011, 04:28:16 pm
Actually if the hitboxes changed that would explain why some of my strikes, especially overheads were missing when I'd usually hit.

Would be appreciated if it was reverted to the old way, but eh.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Teeth on September 21, 2011, 04:36:39 pm
Seriously... what.
Two things were changed in the latest major patch:
1) animation threshold for hitting teammates (i.e. hitting teammates is easier)
2) animation threshold for hitting objects (i.e. hitting objects is easier)
No change whatsoever was made to hitboxes or anything related to regular combat.

The power of placebo.
In its essence this is a good thing, over time people will start to be more careful and maybe the shorter weapons will be given a chance now. But its way overdone, you are hitting people that you shouldnt have hit at all and I use a fuckin mace. Things are flunky, random and generally really unpredictable. Please make the attacks start a little later during the animation. Doesn't have to be the same as prepatch, but please a little less hitting behind me.

In close quarters one would use compacter swings, but we have to roll with what the game gives us, which is completely horizontal and vertical swings and that doesnt work this way.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: rustyspoon on September 21, 2011, 06:33:24 pm
One thing that might explain why some people think they are glancing on their target in front of them is that prop/agent(behind or at the sides) bounces that are caused at a very early stage of the animation lead to an attack that is only stopped half ways of the animation. At least prop collisions can be identified with the sound(or lack of) though.

This is one reason that I like Paul. Paul will actually look at something and give a logical, reasoned response. Much better than just saying something like, "nope". The thing is, a lot of problems on these boards could be EASILY circumvented by some kind of change log and just by coming out with a reasoned response.

Record it, come back here and post it, then let him explain what it is or isn't.

I totally would if I could, this machine just isn't up to the task. My theory though, is all of the odd behavior is entirely due to lag. Due to differences in ping, your computer differs from the server as to where people are and where swings are going. Anyone who has played with a bad ping has noticed swings passing through people and attacks going through blocks. That shit just happens, nothing anyone can do about it. With these new animations which make it easier to hit teammates and obstacles I think that the above problems are exaggerated. I've done an overhead to someone in front of me and a teammate on my left diagonal got hit. That's just one example. So in essence, everything is working correctly. However, due to my computer differing on what is actually occurring it looks wrong to me when it is in fact working as intended.

I DO like the idea of more logical weapon behavior. Weapons hitting what they come in contact with makes sense. The problem is that with the animations, weapons are swung in illogical ways. The characters swing weapons in this game like they are fighting off a swarm of bees. When you combine the two it makes for some messy behavior. If the swings were more controlled - maybe by introducing some more of those animation updates - I think it would make a lot more sense. As it stands right now, it makes it annoying and needlessly difficult to fight in melee in a melee-oriented game.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Tears of Destiny on September 21, 2011, 06:38:26 pm
hitboxes were fucked up at least 3-4 patches ago.. its still the same, sucky.. get used to it, start abusing animation :D

This, I don't understand why people are just now noticing this.

Loki brought this up to chadz many months ago, and it was found to be a problem in the core game and has nothing to do with cRPG.

My arrows and slashes pokes and bashes still occasionally pass through people just like before.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Dexxtaa on September 21, 2011, 06:53:12 pm
Lightsaber strikes now apply to all weapon types.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: WaltF4 on September 21, 2011, 07:09:41 pm
One thing that might explain why some people think they are glancing on their target in front of them is that prop/agent(behind or at the sides) bounces that are caused at a very early stage of the animation lead to an attack that is only stopped half ways of the animation. At least prop collisions can be identified with the sound(or lack of) though.

Is it possible to have the animation stop when the collision occurs rather than later in the animation sequence?
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Memento_Mori on September 21, 2011, 09:02:58 pm
Lightsaber strikes now apply to all weapon types.

They've always applied to all weapon types.


Something that would really help with telling if you're snagged on a wall or team mate, make a SOUND for it. Coz right now it doesn't even make a noise your weapon just kinda flings back n forth oddly. xD


Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Jambi on September 21, 2011, 09:15:47 pm
In the PW mod it was realy laggy server side... and alot of stuff didnt get registered.
I think it was Vincenzo, that was asked if he could ran over the coding. And he removed some accesive stuff and clutter etc, and now that mod is running perfectly fine.

Maybe CRPG coding needs to get rid of some clutter. I think its not the hitboxes that are broken, but i think its so much coding spam, the servers dont register it.

Like last test strat battle.... my chat dissapeared alot of time, jsut because of the error spam etc
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Siiem on September 21, 2011, 09:20:48 pm
my chat dissapeared alot of time, jsut because of the error spam etc

I think that's more of a server side mute.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Jambi on September 21, 2011, 09:55:44 pm
I think that's more of a server side mute.

Nah wasnt. even the kills etc didnt show up.

Only way to read is is by using chatlog
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Thucydides on September 21, 2011, 10:08:38 pm
is it possible that inefficient code is causing the missed swings and shit?
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Kafein on September 21, 2011, 10:59:27 pm
is it possible that inefficient code is causing the missed swings and shit?

Yes. Imagine your server running the game, computing bank transfers, encoding videos and finding new prime numbers. Code inefficience has no bounds, especially in indie game and mod development.

Nah wasnt. even the kills etc didnt show up.

This is related to the way the ingame chat works. When a line is added everything is upped in slow motion, then appears and dissapears over time, not height. So when your chat is spammed, things go up, up, up, even over your screen limits before they actually appear. If you wait a little bit you'll see red text raining.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Serth on September 21, 2011, 11:01:34 pm
I dont have any problems with hitboxes, but i have a massive issue with lagg switching my blocks about.. I dont know if im the only one with the problem :|
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Diomedes on September 21, 2011, 11:04:20 pm
Perhaps I merely overcompensate in my swings but I never slash through players without connecting.  Perhaps it's just because I play on servers with very nice ping?
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Xant on September 21, 2011, 11:07:43 pm
I dont have any problems with hitboxes, but i have a massive issue with lagg switching my blocks about.. I dont know if im the only one with the problem :|

I get it too. I don't think it actually switches the blocks about, just the animation.. but essentially it's the same thing, as you think the block is wrong and try to adjust it, you get hit.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Gurnisson on September 22, 2011, 11:42:20 am
I get it too. I don't think it actually switches the blocks about, just the animation.. but essentially it's the same thing, as you think the block is wrong and try to adjust it, you get hit.

This.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: rufio on September 22, 2011, 01:41:33 pm
I haven't noticed anything new.

However, there are a lot of people who seem to have come to similar conclusions (partially) independently. I'm not saying a mass of people is always right, but this wouldn't be the first time coding changed more than expected, no matter how sure you are.

I don't think it's fair to completely discount this so quickly.

reading this thread, i must say my own conclusion and form what ive seen is that '' small corridors'' has been mentioned, of witch i think of siege, of witch i think of how fucked up eu2 has been lateley, these no hit but i should have stuff occured prepatch to, when server was to my feeling overloaded and serverlag was present.

what i have to say about katana, = obvious thomek lobbying has been awnsered: katana buff and throwing damage ''fixed'' the ninja has been reanimated.

my oppinion is that these changes are good, maybe katana abit op thow: saw a few full blackarmored people spam the shit out of all on siege with katana.

but weps not being spammed through walls/doors/floors! GREAT

work on your footwork bit*hes!!


people jsut must be more aware of theyr surroudnings. also applys to all the cav whine lateley.

ranged still fucked up op thow, and all who say different are imo cun*s, massive growth in ranged lateley outweighs eny argument u fairys can make.

other then that imo only the 1slot mace needs knockdown removed from it, its a spam weap of witch from experience knockdown procs like half of the hits. boom hi im ranged but i will just own u in melee to , thx for giving us our sword of kamalot devs, we fairyboys  are so happy , can we plz bow your arrow.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Phew on September 22, 2011, 04:54:43 pm
There are tons of places in siege maps now (mostly gate control room/corridors) where I can't land ANY kind of swing with my 140 length polearm. It just gets caught on the wall/ceiling. I might as well just sheath my weapon and try to punch people; at least I'd do some damage.

I can't imagine how bad it is with a Glaive.

Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: SchokoSchaf on September 22, 2011, 05:34:28 pm
So beeing thrown back in a teleporter style after taking a hit (which occurs quite regularly) is due to lag too? Never seen this before, except for riders falling of killed horses.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Memento_Mori on September 22, 2011, 06:29:37 pm
There are tons of places in siege maps now (mostly gate control room/corridors) where I can't land ANY kind of swing with my 140 length polearm. It just gets caught on the wall/ceiling. I might as well just sheath my weapon and try to punch people; at least I'd do some damage.

I can't imagine how bad it is with a Glaive.

Did you try stabbing with your 140 length pole arm? Because I found that worked wonders in tight areas where me and usually also my opponent were unable to swing.

in response, I had close to no problems on my pole arm character(using a glaive, bec or long war axe). You have to play cautious, watch your positioning and REALLY watch your swings.

next I'll have to try 1h+shield, I assume it's going to be hell since 1h/shield animations are already crazy bounce worthy.. AT LEAST IN MY HANDS.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Phew on September 22, 2011, 07:45:40 pm
Yeah, I try to stab, but my Long Bardiche only does 20p, and all the smart enemies know my only viable attack in that hallway is a stab, so they are always ready to block. Besides, polestab always bounces against facehuggers anyway. The facehugging 1hers are the only ones that can hit anyone in those hallways anyway, them and maulers/macers.

The other day I was on the wall of a siege castle with narrow walkways on top of the walls (almost like tunnels), playing defense when the walls got overrun with attackers. There was a clump of about 6 attackers in a circle around me, trying to kill me. I survived for at least 30 seconds with 6 guys swinging at me, but I couldn't hit them and they couldn't hit me (I wasn't blocking either, as usual). Everyone's swings would just get caught on other players/walls. It was comical but pathetic.

I have a feeling that in actual medieval combat, walls and nearby allies weren't the impediment to melee combat that they are in cRPG.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Xant on September 22, 2011, 08:02:16 pm
There are tons of places in siege maps now (mostly gate control room/corridors) where I can't land ANY kind of swing with my 140 length polearm. It just gets caught on the wall/ceiling. I might as well just sheath my weapon and try to punch people; at least I'd do some damage.

I can't imagine how bad it is with a Glaive.

That's great. You /shouldn't/ be in those places swinging around with your huge polearm.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Dexxtaa on September 22, 2011, 08:05:56 pm
There are tons of places in siege maps now (mostly gate control room/corridors) where I can't land ANY kind of swing with my 140 length polearm. It just gets caught on the wall/ceiling. I might as well just sheath my weapon and try to punch people; at least I'd do some damage.

I can't imagine how bad it is with a Glaive.

What the hell are you doing swinging a 140 length weapon in a god damn corridor.
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Thucydides on September 22, 2011, 08:09:01 pm
YEAH USE A BEC LIKE THE REST OF NA!
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Dexxtaa on September 22, 2011, 09:44:40 pm
YEAH USE A BEC LIKE THE REST OF NA!

Yeah. And triple loom everything damn it.

EU guys aren't crutching as hard as the Americans. YOU NEED TO FIX THAT
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: SquishMitten on September 22, 2011, 09:49:44 pm
working as intended
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Cyclopsided on September 23, 2011, 12:18:42 am
There are tons of places in siege maps now (mostly gate control room/corridors) where I can't land ANY kind of swing with my 140 length polearm. It just gets caught on the wall/ceiling. I might as well just sheath my weapon and try to punch people; at least I'd do some damage.

I can't imagine how bad it is with a Glaive.
What the hell are you doing swinging a 140 length weapon in a god damn corridor.
working as intended
summed up thread
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Wookimonsta on September 23, 2011, 01:46:42 pm
i dunno what all the fuss is about. I LOVE these new hitboxes.
When I'm fighting 1 vs 7 it gibes me much better chances
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: ROHYPNOL on September 27, 2011, 06:41:22 pm
yeah i went melee for a while and now getting back on horse i noticed a huge difference in hitboxes.. i swing right through people all the time.. and when i knowingly miss someone magically it hits them.. people like to jump in the air b4 i swing at them and i know that yet my lance continues to go right through them.. sometimes i have to hit someone 4 or 5 times on horseback to kill them with a pierce weapon.. and they 1 shot me with their weapon.. *shrugs* i don't know, just saying something seems messed up for sure
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Phew on September 27, 2011, 10:45:44 pm
What the hell are you doing swinging a 140 length weapon in a god damn corridor.

Dexx, I know you play(ed) siege like crazy, so you know the answer.  Most siege maps have two 'objectives': a gate control and the flag. You aren't going to defend/take the flag unless you keep the gate closed/open. The gate controls are usually in a narrow corridor. If you want your team to win, you need to be fighting in that corridor.

So Dexx is recommending that I ignore team objectives and go farm kills far away from map objectives. Surprise surprise...
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Xscizorx on September 28, 2011, 12:16:32 am
i am so hood rich
Title: Re: No other way to say it...these new hitboxes are fucking terrible.
Post by: Horns_Archive on September 28, 2011, 12:21:46 am
hit boxes are fucked up, nuf said