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View Full Version : MOB Hitbox Size Adjustment Needed Now(?)


mwatt
04-23-2012, 04:02 PM
The changes in MOBs fleeing now requires melee chars to follow said mob and hit it. The second patch slowed their run speed to they can be caught up to. But now it is hard as hell to hit them. Very often I either can't see the mob or I am too far away, even though I am doing my best to be right at the sweet spot while they are running away and changing course. Pleas note that many of the times I see one of these messages, I seem to be exactly at the right spot to hit it (the client shows this anyway) but there maybe some disagreement between server and client predictive calculations. We might have a problem here.

I am just wondering... maybe MOB hitbox size was fine before but now perhaps it needs to be made a little larger to retune things to be properly playable? Devs?

azeth
04-23-2012, 04:30 PM
To be honest i obviously haven't played in a long long time, but I always felt as though certain mobs felt like they were "Belly Casters" but in terms of melee range... "Belly Melee"....

As far as I can remember a lot of Sky stuff felt like this, in addition to Cazic Thule & the Dragons. Just felt like there truly was a "sweet spot" you'd have to be in, regardless of distance between you and the mob.

senna
04-23-2012, 04:38 PM
hit hitboxes on fleeing mobs are retarded small

I've been playing my friends rogue while he kites on his necro, and I have to damn near be inside the mob, within a margin of 1cm of its asscrack, just to land a hit.

I played a rogue all through live so I've spent my fair share of time behind mobs, and I never remember it being so small.

It could just be certain mobs though, The hafling guards werent that bad, but doing spirocs its terrible.

Szeth
04-23-2012, 04:47 PM
hit hitboxes on fleeing mobs are retarded small

I've been playing my friends rogue while he kites on his necro, and I have to damn near be inside the mob, within a margin of 1cm of its asscrack, just to land a hit.

I played a rogue all through live so I've spent my fair share of time behind mobs, and I never remember it being so small.

It could just be certain mobs though, The hafling guards werent that bad, but doing spirocs its terrible.

I bet your friend is the necro in your sig?! BAN THE TWO BOXER

sbvera13
04-23-2012, 05:04 PM
Attack from the side of the mob. Not sure why, but its much easier to reach the hitbox of a moving target from the side.

Doesn't address the ridiculous run speed though.

mefdinkins
04-23-2012, 05:14 PM
I feel the same exact way -- I remember fear/kiting was pretty viable on my monk back in live. Pretty much hitting it continuously through fear?

I have jboots and literally once intimidation goes off I might be able to hit the mob 1-2 times. I'm not really sure what the reason is.
Like swing check always fails? It's odd though cause usually my special attack (kick/dragonpunch/whatever) I can get to go off when I'm close to mob for a hit, but weapon still won't hit.

I've tried everything -- hugging right on mobs ass, running a little in front letting it come through me, hitting from the side.

I've yet to find a way to hit mobs that is effective - and it's worse now that we're all forced to try to figure it out as soon as he starts fleeing.

seaweedpimpz
04-23-2012, 07:13 PM
(mob)
- -(you)

Scavrefamn
04-23-2012, 08:08 PM
I bet your friend is the necro in your sig?! BAN THE TWO BOXER

LOL



I wish I could +1 the above quoted so much.

senna
04-23-2012, 09:11 PM
I bet your friend is the necro in your sig?! BAN THE TWO BOXER

lol

I wish, then my necro would actually be getting exp!

erog84
04-24-2012, 12:05 AM
Just tried to solo in lguk (like I had done plenty of times before) on my monk...... after 4 mobs, I nearly died 4 times, and had to even FD before the mob died on 2 of them. I have to literally hump the mob to hit it, and even timing flying kick to right as it runs doesn't take it down anywhere enough to get it to slow down before it runs into another 5 mobs. My days of soling in lguk have come to an end...... for now.

mwatt
04-24-2012, 12:51 AM
(mob)
- -(you)

The point is seaweedpimpz, that when I am chasing the mob and in that position, I very often get a "you can't see your target" message. If just a little bit back from that, I often get a "you are too far away" message. It seems that the hitbox requirements for MOBs have very narrow tolerances. I believe this is exacerbated when you are chasing the mob. There is some unavoidable lag between client and server reporting which I believe is overcome through some predictive coding. My hypothesis is that the combination of the chase, the small hitbox and the server-client transmission lag results in more than the number of such messages that is reasonable.

As I recall, there was some such problem when the mob is chasing the player, which is why player hitboxes are ridiculously big from behind (the mob can hit you from liike 20 yards away). What I am suggesting is that a smaller adjustment be made to mob hitboxes, so they can be hit more reliably. This problem was not so terribly evident before this, because chasing mobs fleeing at nearly full speed was an uncommon event. It is now a common event. I'm asking the devs to recognize this or refute it, and take reasonable steps wP.hen they get the chance to do so.

(Incindentally, I did not file a bug report straight away because I wanted to get the input of other players. Also I want to give the devs a chance to say, "as designed", though I hope they will throw us at least a small bone on this.)

tekniq
04-24-2012, 12:58 AM
you should try strafing and hitting it..makes the hit box a bit bigger

mwatt
04-24-2012, 03:27 PM
@tekniq:
Thank you for the suggestion, I'll try that. If this is reasonably doable when the mob is running at it's fastest, then it might help.

@ZEROSUM:
When I do as you suggest I get a "you cannot see your target" message, most of the time, until perhaps near the end of a mob's run, when it has slowed down.

To both of you: Regardless, would you not agree that a slightly larger hitbox would be a welcome change that would enhance play without dumbing it down?

fadetree
04-24-2012, 04:06 PM
I would.