Hit Detection

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Cog

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Is it a known issue that there are significant hit detection issues occurring on the servers? I play with 5ping on NA and I can consistently get clips of attacks going through/registering when they shouldn't. The most famous of these is hitting people in the back and getting the shield sound. I'm wondering if that has a lot to do with the issues regarding block delay, and it's really just terrible latency, etc. that's emphasizing the mechanics in place. I know when I play with my friends in the EU I may as well not fight in melee, so perhaps the servers in general have this issue.

Few examples; first is a gif I've posted previously. I see this fairly commonly since I main ranged:



Second is getting couched at the point of impact with the lance clearly nowhere near me (as if cav needed any other buffs):
 
Is it a known issue that there are significant hit detection issues occurring on the servers? I play with 5ping on NA and I can consistently get clips of attacks going through/registering when they shouldn't. The most famous of these is hitting people in the back and getting the shield sound. I'm wondering if that has a lot to do with the issues regarding block delay, and it's really just terrible latency, etc. that's emphasizing the mechanics in place. I know when I play with my friends in the EU I may as well not fight in melee, so perhaps the servers in general have this issue.

Few examples; first is a gif I've posted previously. I see this fairly commonly since I main ranged:



Second is getting couched at the point of impact with the lance clearly nowhere near me (as if cav needed any other buffs):

the first one might be because hes on the house and clipping weirdly? Some edges behave weirdly.
 
This is the most common one for sure, blocks from behind. I'm 99% certain it just has to do with shield directional blocking. If you block left, you literally just block ANYTHING that would touch ur left side, even behind you, but things from the right can go through you're shield now and then, especially overheads.

 
the hit detection and the damage in this game is extremely screwy at the moment for multiplayer.

I've literally charged on a horse and stabbed someone in the head with a spear and had it do 11 damage. I've also hit people on the back end of a swing(swinging right to left, hitting someone on the ground at the end of the left side of the swing) charging on a horse for over 120 damage when it should do very little damage.

I've also stabbed people moving towards me with a pila(not throw), and had it do literally 1 damage. I understand wanting to have a fairly complex algorithm so that its semi-realistic, but if the algorithm is screwy, and its not apparent at all how it works it just makes damage look random, and combine this with understandable early access hitbox issues it makes it not particularly rewarding to play.
 
I too experience ghost hits, terrible hitreg in some matches- sometimes it goes away. Super infuriating apologizing to teammates when your weapon passes right through your enemy.

The pings have always been a lie.
 
I too experience ghost hits, terrible hitreg in some matches- sometimes it goes away. Super infuriating apologizing to teammates when your weapon passes right through your enemy.

The pings have always been a lie.
Yeah I have these problems too, seems especially bad with teammate hitboxes.
 
I've also hit people on the back end of a swing(swinging right to left, hitting someone on the ground at the end of the left side of the swing) charging on a horse for over 120 damage when it should do very little damage.

Right swings are the most glaring of the animations (alongside with thrusts being terrible). The "Sweet spot" for a right swing is so far back sometimes that I find more success basically making myself sideways fighting. It seems others have had a similar idea since I fight more people with their back to me holding W than I do face-to-face.
 
It's been reported quite a few times. Myself included. It really does feel like a network issue, and I mean on the side of the UDP protocol or whatever they are using for the game, not necessarily your connection. And I believe that because afaik this issue only happens in multiplayer. Hopefully they will figure it out eventually.
 
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