The Combat Hit Box Detection Is Designed Wrong

I have studied what the character does using various weapons in various situations and the hit box is too low. The target area is at the character's waist when it should be higher. This is why when you shoot an arrow up at an enemy over you have to aim 3 times as high. Another problem is when using the spear. It can't hit an enemy standing behind a half wall because it's hit box is too low only hitting the top of wall. This also explains why you also miss enemies when they are standing on higher ground when you should be hitting them in the legs, yet they can easily hit you.

This basic mechanic needs to be fixed ASAP. Raise the hit box, so that it matches the area of the character's chest when it comes to using melee weapons and aim from the shoulder when using the bow.
5:13 am, June 3, 2022
vonVile 0 comments 0 likes

electricdawn replied to The Combat Hit Box Detection Is Designed Wrong June 3, 2022 @ 12:04:04 am PDT

Arrows and thrown weapons usually don't fly straight, except maybe on the first few meters. Their flight trajectory resembles an arc due to gravity. That is real physics. That's why you have to adjust your aim depending on where you are in relationship to your enemy.

You are on level ground: Aim a bit higher to compensate.
You are on higher ground: Aim at or a bit lower at the target.
You are on lower ground: Aim much higher then the target.
8:13 am, June 3, 2022
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blprice61 replied to The Combat Hit Box Detection Is Designed Wrong June 3, 2022 @ 12:49:45 am PDT

Originally posted by electricdawn:
Arrows and thrown weapons usually don't fly straight, except maybe on the first few meters. Their flight trajectory resembles an arc due to gravity. That is real physics. That's why you have to adjust your aim depending on where you are in relationship to your enemy.

Yeah I get that, it was the first few meters I was talking abut: "mob standing a couple meters below me" to quote myself from above. If it wasn't close range the inclusion of pole arm in that list of weapons would make absolutely no sense.

Have you actually tried in game to hit a mob at the base of a 2m wall when you're on the top standing on a catwalk?
8:13 am, June 3, 2022
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Drinkcup replied to The Combat Hit Box Detection Is Designed Wrong June 3, 2022 @ 12:57:40 am PDT

you are correct. but they wont do anything about it. they wont do muh of anything at all .
8:13 am, June 3, 2022
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electricdawn replied to The Combat Hit Box Detection Is Designed Wrong June 3, 2022 @ 1:03:02 am PDT

I concurr with the game having issues in close quarters combat. IG should do something about this and allow you to aim higher and lower, just like the bow.
8:13 am, June 3, 2022
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xFireDragonx The Canadian Dude! replied to The Combat Hit Box Detection Is Designed Wrong June 2, 2022 @ 8:40:23 pm PDT

the hit boxes are intentional as you must use the right weapon and fight on ground that is to teh players advantage, kite the monsters if you must.. Still monsters should have a stam bar like the players that would make teh game so much better.
5:13 am, June 3, 2022
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vonVile replied to The Combat Hit Box Detection Is Designed Wrong June 2, 2022 @ 8:48:18 pm PDT

All weapons hit from the waist. There is no right melee weapon for a specific situation when it comes to basic targeting.

When you shoot an arrow you're suppose to use the target as your aim point. I shouldn't have to look straight up in the air to adjust my aim on an enemy standing one level above me.
5:13 am, June 3, 2022
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blprice61 replied to The Combat Hit Box Detection Is Designed Wrong June 2, 2022 @ 8:58:30 pm PDT

Why doesn't the aim point follow the target cursor while within the range of the weapon type limits? I mean trying to hit a mob standing a couple meters below me with a bow, thrown spear, or pole arm is an exercise in extreme frustration when it should be pretty much a sure thing (barring movement, etc).
5:13 am, June 3, 2022
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