Forums › English Language Forums › General › Suggestions

Search

Fix weapon hitboxes already.

19 replies [Last post]
Thu, 11/20/2014 - 18:41
Avihr's picture
Avihr

I've made this thread for two reasons:

1) A lot of players seem to be confused by hitboxes, and they often blame lag or wonky monster hitboxes, but they could not be farther from the true problem that is affecting their gameplay, TBH I thought that this was common knowledge among the players but I guess that I was wrong.

2) To ask you, Tree Rings, to fix this horrible bug already, It makes the game appear more laggy than it really is, it confuses players and well... it just breaks the game.

So what is the problem with weapon hitboxes? (mainly swords really) Simple, most of them don't match the animation that is displayed for them, But I didn't come here expecting you to take my word for it, so i've made a video containing some simple tests that you can do for yourself (if you really want to distrust my word that much) to prove my point.

https://www.youtube.com/watch?v=7hlbGagXtFU

This is a bug that affects all of the swords in the game and the conclusion I've made from these tests but mainly through the observation of Winmillion's projectiles and Cutter sword's ghost blades is that the hitbox from a sword's combo happens behind the knight because the hitbox doesn't move with the knight, the hitbox seems to only appear in the initial point where the action starts, as if the player would have been standing still during the process or blocked by a wall, this problem becomes more visible and broken the more a swing would move the player forward during the process of striking with a weapon.
This beheavior would make sense if the knight would first swing it's sword and then move forward because of momentum or something like that, but the animations clearly shows that the knight first moves forward and attacks after.

So really OOO , PLEASE fix, this is nothing new and it has been there from the beginning of this game, I think that it is time for you guys to take action the same way you fixed it when the new charge for the troika had this very same problem.

TLDR: oh... you expected to find a summary here? tough luck, now get outta my thread son, before I burn you into a crisp

Thu, 11/20/2014 - 19:48
#1
Gbot-Vtwo's picture
Gbot-Vtwo
+1

+1

Thu, 11/20/2014 - 20:42
#2
Trats-Romra's picture
Trats-Romra
+1

+1

Thu, 11/20/2014 - 21:59
#3
Keepscaite's picture
Keepscaite
The hitboxes for guns are

The hitboxes for guns are even worse. Especially the Magnus series.

Bomber4lyfe

Thu, 11/20/2014 - 22:30
#4
Gbot-Vtwo's picture
Gbot-Vtwo
.

Yep.

Fri, 11/21/2014 - 05:26
#5
Vohtarak-Forum's picture
Vohtarak-Forum
I'm vohtarak, call me by that name

yeah every weapon aside from bombs has a hitbox issue
(invincitinks aren't hitbox problems)

Fri, 11/21/2014 - 10:01
#6
Avihr's picture
Avihr
Void

I am not so sure what you guys mean by guns having hitbox problems besides some of them originating the bullets from inside the player, the bullets for most guns that I used have decent hitboxes enough... cept maybe for the peacemaker charge attack that is a pain to use because it collides all the time. I don't see bullets clipping through things like swords do, so I didn't include them in here.

A part of me also believes that this is kind of intentional so bullets don't get through walls but that's just a random thought of mine.

Fri, 11/21/2014 - 12:32
#7
Vohtarak-Forum's picture
Vohtarak-Forum
I'm vohtarak, call me by that name

all antigua charge birds/apocrea things dont deal damage to enemies directly in front of you and move them to you, not away, even though the animation shows it should push them away

Sat, 11/22/2014 - 07:10
#8
Blandaxt's picture
Blandaxt
Nice examples

Sk really has some buggy programming. this should get immediate attention. I doubt the developers will respond right away though. Did you mention this as a bug report in by pressing F2 Aviri?

Sat, 11/22/2014 - 12:36
#9
Fehzor's picture
Fehzor

I would either move this to bug reports or put a duplicate of it there.. I'm not sure which forum would make it more likely to be seen. You've filed a report with F2, yes?

Sun, 11/23/2014 - 11:52
#10
Holy-Nightmare's picture
Holy-Nightmare
+1

I hate when my flourish charges only deal one hit

Tue, 11/25/2014 - 00:05
#11
Klipik-Forum's picture
Klipik-Forum

Also calibur charges, stand in one place and AT charge a target, you don't always hit 3 times. \(>_<)/

Wed, 11/26/2014 - 06:15
#12
Blandaxt's picture
Blandaxt
yep..

this also affects gunners too, I think a whole beta test for all weapons is a good way to fix this.

Thu, 11/27/2014 - 00:04
#13
Neoretro's picture
Neoretro
.

This. A thousand times, this.

Mon, 12/01/2014 - 23:52
#14
Addisond's picture
Addisond
-1

How is any of this a bug lol all of it has been in the game since the absolute start. The overwhelming majority of sword hitboxes rely on the player's starting location, the forward movement occurs after. A bug is actually unintended, but OOO explicitly programmed all of this stuff. A large part of the game is learning how to use the varying weapons and learning their varying hitboxes, and learning to manipulate your combos accordingly. the latter hits on brandish lines have always placed the player in a risky situation and always should- the player can keep themselves reserved and space accordingly through shield cancelling or they can move closer by choice by letting their combo run. The last hit of combos in MANY sword lines have additional uses in their interruption, and this creates an element of risk-reward where the player can make space for themselves by committing to a combo, or play evasively and sneak in individual hits. Finesse-based sword play relies on choosing how long you want to let a combo run, and how you wish to manipulate it (for example, you can completely skip the second hit of a combo, shield cancelling after the first hit, moving forward and hitting again to start a new combo, but the second will skip to the third hit, giving you the advantageous interruption without pushing enemies away). I would like finesse-based mechanics such as these be preserved as it makes sword use much more advanced, and if all the hitboxes are pushed forward to the motion-end location the player can spam without risk into nearly any mob, until they get surrounded.

Although it would be good if they buffed the flourish charge.

Tue, 12/02/2014 - 14:11
#15
Avihr's picture
Avihr
Void

Look at me into the eyes, I want to see if you're f"@$ing with me or what... did you even look at the video? WHEN do you exactly see that the forward movement occurs after? the animations never show this happening, EVER, it is 100% clearly a bug.

I mean idk about you, but having your sword combo animation lie to your eyes like that is a bad thing and definitely not something a player should look forward to, sure you can prevent it from screwing you over once you know about it but it is something that one would expect to be fixed as soon as possible, or at least they should change the animations for swords or render the player completely still during combos because the way it works now combos are just a dumb way of walking into traps and right into a monster without even hitting it, why do you think that people shield cancel on their first hit so much opposed to actually comboing enemies? sure, comboing is risky, but this bug takes away all the benefits from comboing and makes it only a lose-lose for those who use it, just play LD a little bit would ya? comboing is the first sign of a noob player hands down...

*Edit* BTW, interruption (errr I think that flinching is what you're trying to say, everything that deals damage interrupts players at least, not monsters though) rarely ever happens if you are in a full party, even while you're using heavy weapons that are supposed to flinch more or landing the last hit of a full combo on monsters, it is very hard to make them flinch and most of the time it won't happen, I believe this is related to damage, but I have not done any research about it so that is just speculation.

another reason why comboing isn't effective? K, most swords knock the enemy back and out of reach before you can finish the combo on them when you think you clearly should have hit them, you don't, unless the monster has aggro on another person that isn't you and walks away you cannot blame lag for that, and god have mercy on your soul if you're using a slow sword or have ASI reduction, if this happens to you in tier 3 you have just successfully handed your butt to your enemy, GG WP.

Tue, 12/02/2014 - 12:59
#16
Addisond's picture
Addisond

I see forward movement that occurs simultaneously with the swing, likely confusing the player for the first few weapon uses. However, the hitboxes are pretty easy to learn if you just pay attention to what you are and aren't hitting.

Yes, full combos are often disadvantageous. You are supposed to apply them situationally and cautiously, as the game is about making actual decisions in combat instead of repeatedly clicking on your enemies and trusting your weapon to protect you. I am fully aware that repeatedly comboing is a sign of amateur play, and I am thoroughly willing to let it stay that way. I too am frustrated with the lack of usefulness of the later combo hits (I like the design of the hammer, which has a much more unique second swing), but that is not a question of minor hitbox changes, it is a question of completely redesigning the combo. For example, it would be neat if the second hit from a brandish gave the player more forward movement and more knockback, to differentiate it further, but that is different from adjusting all the hitboxes so that combos are guaranteed hits.

Tue, 12/02/2014 - 13:05
#17
Holy-Nightmare's picture
Holy-Nightmare
@ Addisond

It ruins the immersion when you swing at something in front of you and it doesn't take damage......

Suppose you are swinging an ax to chop down a tree and you can hit it at a certain distance, now suppose you move forward or back and inch and suddenly when you swing your ax it ghosts through the tree. This would not make any sense

Wed, 12/03/2014 - 05:01
#18
Vohtarak-Forum's picture
Vohtarak-Forum
I'm vohtarak, call me by that name

yeah I just got a shockburst brandish and I've noticed this, surprised no ones made a thread about this before

@addis
are you really arguing that this scam is intended?
you are saying that ghosting attacks are reasonable?

Thu, 12/04/2014 - 17:52
#19
Blandaxt's picture
Blandaxt
Wether

Whether this has been in the game from the beginning or not really doesn't matter. What matter's is that we have finally noticed it as a community and have labeled it as a problematic factor when it comes to game play.We do not want to always have to adjust our eyes and our distance judgement when ever we see our swords go through an enemy and see the enemy not take any damage. This is not something that should be part of the game that lets us use weapons that should be fully functioning according to the animations sense the players cannot see the actual hit boxes to judge when an attack will hit.

Powered by Drupal, an open source content management system