Darn i'm sorry that the intention behind my post that I made wasn't actually the intention and the one you got from it was the real one all along.
Hey while your at it typing away on a new one because you can't let this drop for some reason, like a child always having to get in the last word could you ask yourself if this is making you a better person to annoy me on discussion forms.
Darn i'm sorry that the intention behind my post that I made wasn't actually the intention and the one you got from it was the real one all along.
Hey while your at it typing away on a new one because you can't let this drop for some reason, like a child always having to get in the last word could you ask yourself if this is making you a better person to annoy me on discussion forms.
Damn man, it's been like a full week now and you're still arguing that when you said, "Hitscan for Deathslinger bullets" you weren't wrong. ๐
You could have avoided all this days ago if you just said you misspoke, or made a mistake or something. But noooooo.
Darn i'm sorry that the intention behind my post that I made wasn't actually the intention and the one you got from it was the real one all along.
Hey while your at it typing away on a new one because you can't let this drop for some reason, like a child always having to get in the last word could you ask yourself if this is making you a better person to annoy me on discussion forms.
You say I can't drop it, yet you keep replying to me. I've already asked you before to stop replying, but you keep going.
I understand that latency is a thing and can affect hits. But that's not the main argument I'm making. What I'm saying is, if I throw a hatchet-sized object, whether or not it connects should make sense to both parties. Even if you discount the unpredictability of internet performance, the hitboxes are still poorly done.
You're throwing a hatchet at a survivor. The survivor (and the killer) have mentally established the area this object is capable of affecting based on its size/spin during a throw.
What's happening right now, minus lag, is you're throwing hatchets with circles attached that are (most of the time) hitting other circles around the model, not the model itself. That is the issue.
You're sending conflicting messages to both players and training bad habits in the killer, which could only ever truly come to light with proper hitboxes. Survivors are seeing a "hit" when the hatchet did, in fact, completely miss - your inaccurate hitbox is at fault here, not the survivor. The huntress player, as an example, is therefore trained to hit "an area", not a survivor. That is the most effective way to play the killer. All of those trick shots become far less impressive when you realize most of them don't even make contact with a survivors model, but instead an invisible body barrier surrounding them.
TLDR: Hatchets should only hit when making contact with the character model, not their poorly drawn hitboxes. Hitting the air around a survivor to score a hit shouldn't be a thing, especially not in 2020. And no, "it's just the internet" doesn't count for why most hits appear as complete horse crap 50% of the time. There is indeed a hitbox issue at play here that none of the developers seem to want to acknowledge. Can bad hits happen due to latency? Yes. Is this the only cause of non-nonsensical hits? No. Far from it.
you need to think a bit more before suggesting terrible ideas like this. Imagine everyone's hit box was exactly the size of their character model -
then feng min would be much harder to hit than anyone else (as she's the smallest character in the game), while david king will walk around with a hitbox the size of a whale, forcing every single player to play feng min. To fix this you would have to make every character in the game look identical, which removes a massive amount of variety and player choice... or add a slashable zone around the character which is the same for everyone - does the second option sound familiar?
Also, making the hit box follow survivors bodies exactly will also break a bunch of other things - here's an example (there are more, but i believe one is enough) - when looping around an object the only reason the killer doesn't instantly catch up to the survivor is that they have a bigger hit box (pill) which forces them to travel a longer distance to run around that loop. Removing the pill shaped hitboxes will therefore either 1. remove looping from the game entirely in favour of killers if both the survivor and killer pill are removed or 2. make looping massively overpowered to the point where a killer can't catch up to a survivor if the survivor pill is removed, but the killer's pill stays
TL;DR - think before you speak.. things are done in a certain way for reasons that are not always obvious
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Comments
Darn i'm sorry that the intention behind my post that I made wasn't actually the intention and the one you got from it was the real one all along.
Hey while your at it typing away on a new one because you can't let this drop for some reason, like a child always having to get in the last word could you ask yourself if this is making you a better person to annoy me on discussion forms.
Damn man, it's been like a full week now and you're still arguing that when you said, "Hitscan for Deathslinger bullets" you weren't wrong. ๐
You could have avoided all this days ago if you just said you misspoke, or made a mistake or something. But noooooo.
Egg
You say I can't drop it, yet you keep replying to me. I've already asked you before to stop replying, but you keep going.
Babyhead
Edit
๐ณ
I wish this game had a hitbox character model, the same one for everyone.
So hatchets can go through legs, can whiff by shoulders and not connect and feel much smoother and better when they connect.
Or MOVE THE PILL HITBOX A BIT FORWARD so hits on the back won't look so stupid!
Since we get hit through the back most of the time, moving the Hitbox forward will look better since Latency will drag the box backwards.
GOD!
you need to think a bit more before suggesting terrible ideas like this. Imagine everyone's hit box was exactly the size of their character model -
TL;DR - think before you speak.. things are done in a certain way for reasons that are not always obvious