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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
KingBabar
Ancient Exiles Negative-Feedback
1008
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Posted - 2013.08.04 12:39:00 -
[1] - Quote
As many have tested, myself included, we now have variable hitbox sizes. This means that when you run, sprint or jump the hitbox of your character will grow and therefore be easier to hit.
This is most likely done as a "fix" to the long lasting hit detection issues that has plagued this game since the beginning.
It is a serious buff to anyone with lesser gungame, some of the playerskill's effect is lost and its more "newb friendly".
This is in itself a bad thing, it promotes more static and by extension even more boring gameplay.
It has also have created a lot of issues with people getting stuck on all sorts fo things.
Try it yourself, walk along a wall and then start to run, most likely it will end with your character getting stuck since your increased hitbox now is in direct conflict with the wall. There are also tighter spaces which you can walk through, try to run and you get stuck.
I've also had many moments where I take damage, and when I run or jump over something for cover the rate of my health depletion is increased in such a wast way that I seiously doubt that my attacker suddenly became a crack shot landing headshots on me, especially since I'm in motion....
This has been discussed several times on these forums and as far as I know we haven't gotten any word from CCP about it. Do they even acknowlege that they have fiddled with the hitboxes? If so have they said anything about why this was been implemented?
- It sort of reminds me about the last time they did a serious "fix" to hit detection, by reducing all strafe speed....
So if anyone know about CCPs official stand on this please post a link here, if not, could we get a statement from the Dews or the CPM on this?
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KingBabar
Ancient Exiles Negative-Feedback
1008
|
Posted - 2013.08.04 12:43:00 -
[2] - Quote
DUST Fiend wrote:There's a blue post from Wolfman somewhere that says it's not the hitbox that increases, but the collision box, and that they're looking into it.
No clue where though, sorry.
Really?
Why would they implement varable collision boxes?
The hitboxes is atleast understandable, not that I like it.
But this? Why?
- To make mercs trying to dodge LAVs easier to hit???? |
KingBabar
Ancient Exiles Negative-Feedback
1011
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Posted - 2013.08.05 07:36:00 -
[3] - Quote
CCP Wolfman wrote:Quick info dumpGǪ
The collision box changes size slightly as the pose of the model changes when sprinting. WeGÇÖre tuning this so that you donGÇÖt get the issues with catching on things anymore.
The hit box doesnGÇÖt change size.
The hit box is a different size for the different dropsuits, so yes the heavy is bigger and the scout is smaller.
There seems to be a lag related issue with hit detection and that is most likely the problem youGÇÖre experiencing. WeGÇÖre looking in to that.
Thanks for the feedback.
I hope this happens soon, and I actually mean soon as in the generic standard interpretation of the word "soon".
I had way too many deaths caused by getting stuck on various stuff yesterday, way too many, its not a fun way to lose Aur modules... |
KingBabar
Ancient Exiles Negative-Feedback
1011
|
Posted - 2013.08.05 07:50:00 -
[4] - Quote
XiBravo wrote:CCP Wolfman wrote:Quick info dumpGǪ
The collision box changes size slightly as the pose of the model changes when sprinting. WeGÇÖre tuning this so that you donGÇÖt get the issues with catching on things anymore.
The hit box doesnGÇÖt change size.
The hit box is a different size for the different dropsuits, so yes the heavy is bigger and the scout is smaller.
There seems to be a lag related issue with hit detection and that is most likely the problem youGÇÖre experiencing. WeGÇÖre looking in to that.
Male and female same size?
Yes, at least thats what they've been saying from day 1. |
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