bigger hit box

Alfer

Dalayan Beginner
I don't see a disadvantage of making the hitbox two or three times as large as it is now. Being a low level monk, I can pretty much stand on the mob and either get a too far away or needs to be in front of you message for 15 seconds before I find that sweet spot that I can actually hit the NPC at.


Other than that, so far, so good!
 
Alfer said:
I don't see a disadvantage of making the hitbox two or three times as large as it is now. Being a low level monk, I can pretty much stand on the mob and either get a too far away or needs to be in front of you message for 15 seconds before I find that sweet spot that I can actually hit the NPC at.


Other than that, so far, so good!

Neither do we, but like we said in the other thread about this that you evidently didn't read, it's client-controlled, not server-controlled, so we can't do diddly.
 
Sorry for not reading the entire forum before making a new thread.

If it's client based, why does the client work fine on real servers but not eqemu?
 
there, im glad im not only one thinking that.. i was wondering if you code the server trick the client "theres npc ahead" to fix it up?
 
i have been a smidge confused myself, seems diff than live, but that may be just me. one would assume that if its client side and cant be changed that it is the same as live

i mean, arnt large mobs hit box bigger? i just never remembered being inside a mob to hit it on live. or is it dependant on the mob type?

just curious
 
Just concurring with the others, as this is still sort of bothersome. I haven't played live in quite awhile, but I did notice a big difference as soon as I started on WR. I figured that after playing on live on and off for 5 years that it wasn't just my imagnication.

It seems like the problem with mobs running is just an extension of the base problem of a seemingly too-small hitbox.

When I'm solo I don't really have a problem with the hitbox anymore since I've sort of gotten used to it. Well, until they run... Then it can sometimes be a nightmare when you have fairly slow weapons. In groups, I just can't keep my distance like I could on live, especially when a mob is rooted. It just seemed like there was not much play at all in melee distance.

I'm not saying it's not all client side, but it sure seems like the server must have some sort of bearing on it. I can't explain otherwise why the live hitbox feels larger. Besides going insane, I mean.
 
It seems like the problem with mobs running is just an extension of the base problem of a seemingly too-small hitbox.

It isn't, for the 978th time.
 
Would it be possible to reduce mobs run speed by 10% or something?

edit: only when they're fleeing i mean
 
ghaleoneternal said:
The only problem is when you chase them from behind, strafe along side of them and you will hit them just fine.
Not always true... I tried the strafing last night, both sides to make sure, and I received the message just as much as if I were running behind them and attacking... It all comes down to just finding that right range.
 
Well, I've never had a problem with this 'hit box' stuff. So it I'm thinking it might be only specific people that have it. Not too sure.
 
would it be unbalanceing to make snared mobs stand still when running away? and move fairly slow if not snared?

It may just be my imagination, but it seems that when mobs are below 20% they slow way down, but when they start running away they actually gain a tiny bit of run speed.

I think if a mob is snared, and its very heavily wounded it should be able to move at all.
 
I think if a mob is snared, and its very heavily wounded it should be able to move at all.

In that case it would stand and fight, which would cause people to whine about how snare makes wounded mobs not run away.
 
i had problems with that too and yes it does happens in live. What i think i see here that dosent happen in live is mobs running slower as they get beat up, had the mob at 3% health and was still walking away from me as fast as when it had 18%. correct me if i'm wrong it may just be me.
 
Might this be due to less client/server sync with mob position on live vs. WR? The mobs seem to "jump" much more on WR for me. I find myself trying to guess where the mob actually is instead of where the client thinks it is. I've tried strafing as well, but I'm not sure I do much better with that method.
 
Kobex said:
Might this be due to less client/server sync with mob position on live vs. WR? The mobs seem to "jump" much more on WR for me. I find myself trying to guess where the mob actually is instead of where the client thinks it is. I've tried strafing as well, but I'm not sure I do much better with that method.

This is correct. Server lag worsens the problem.
 
Another very frustrating problem with running mobs is their pathing... straight through buildings, cave walls etc... I am assuming it would be a total nightmare to rewrite the pathing code though ...

...So simple solution.... Group with someone that can root the bugger so he stays put!
 
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