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#21 occusoj

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Posted 15 January 2015 - 08:50 AM

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Now they can get them closer but it is going to take a lot of fiddly time consuming work and I'd rather they have the map guys churning out some new maps.

No point to me in making new maps that suffer from the same issues as the ones we already have.

If they cant provide 30+ fps on the lower end systems with more detailed collission geometry there is now, how about optimizing and getting the performance issues done before doing new maps and mechs?

But most likely more of the problem is with the server. Increased detail in its geometry data mean (much) more workload and thus more investment into hardware. The solution to that is either better optimization or spending money on servers.
IMO, both wont happen. And thats a shame.

So the best option would be to bring visible geometry in line with its "hitboxes". Maybe maps look a bit worse then but at least they work.

#22 Rushyo

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Posted 15 January 2015 - 09:46 AM

View PostLordKnightFandragon, on 15 January 2015 - 06:11 AM, said:

Holy crap, but do the modern game hitboxes have to be so far out of wack?


It's nothing to do with 'modern games' though. It's the fact these games are essentially in different genres with totally different underlying engines, not the era in which they were made. Your comparison with FEAR might actually hold up if we were talking about Call of Duty 46 (or whichever we're on), which is a linear corridor shooter in the modern era, but you tried comparing it to MWO and PS2.

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HPG is a series of block objects, why, of all the maps, is THAT the map with hit box issues? Cant they just lower the magical wall around the upper platform?


I don't claim to know; I'm not trying to make excuses for PGI. I'm just saying your comparison doesn't work.

Edited by Rushyo, 15 January 2015 - 09:53 AM.


#23 Xetelian

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Posted 15 January 2015 - 10:00 AM

View Postkapusta11, on 15 January 2015 - 06:22 AM, said:

No and it's at the bottom of priority list as it takes a lot of time to fix, don't earn you anything and no one realy leaves the game because of it anyways so.. why bother?


I get what you are saying.

They really should care though.

#24 LordKnightFandragon

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Posted 15 January 2015 - 10:10 AM

View PostRushyo, on 15 January 2015 - 09:46 AM, said:


It's nothing to do with 'modern games' though. It's the fact these games are essentially in different genres with totally different underlying engines, not the era in which they were made. Your comparison with FEAR might actually hold up if we were talking about Call of Duty 46 (or whichever we're on), which is a linear corridor shooter in the modern era, but you tried comparing it to MWO and PS2.



I don't claim to know; I'm not trying to make excuses for PGI. I'm just saying your comparison doesn't work.



Only making a comparison to it cuz its the one game I know of right off that doesnt suffer from hit box issues on the terrain.

Even newer games like Men of war and such kinda have issues in some places with the hit box issues again. Hulldown in certain trenches, your tank shoots the invisible dip in the terrain, sorta nullifying the defense to a degree due to needing to come up a little to fire over the "wall". Also, trenches and other defensive spots, as well as un even rocks in that game also do the same thing.

Battlefield 2 is not a FEAR style game, its more open, but it is instanced battles like MWO, it doesnt have those issues that I can recall. 2142 doesnt either, and its even newer then either of the other 2 shooters. Only thing 2142 has is clipping through terrain issues, but thats an issue in every shooter I know of. Ive also played all the CoD and Medal of Honor games up until CoD 2 and well, the first like 3 MoH games on the PC, each of those as well have no invisible wall issues, not nearly as bad as any newer game. World of Tanks has pretty good clipping and geometry, but it to occasionally has weird instances where you are clearly over terrain on your screen and even the model is, and the shot fires and it will hit the floor below you...

It just seems, for w/e the reason, the newer games have far, far more overall performance issues then older ones. In my mind, one would think a newer game, newer technology, better understanding overall of the whole Computer system would lead to vast improvements to issues such as that, not significantly worse.

#25 DivideByZer0

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Posted 15 January 2015 - 04:06 PM

View Postkapusta11, on 15 January 2015 - 06:22 AM, said:

No and it's at the bottom of priority list as it takes a lot of time to fix, don't earn you anything and no one realy leaves the game because of it anyways so.. why bother?


Well, I'm doing the MWLL hotfix as we speak, so yes, people will leave the game.

Seriously though, I got 4 friends to try this game out over the weekend. 3 of them come from CSGO, but have played old MW games. All 4 of them have uninstalled as of this writing. Nothing is more frusterating for a new player than to click that alpha strike button, only to watch it evaporate on some invisible wall. That and to be in a 25 meter tall mech that can't step over a 1m high tree root. So, actually this should be VERY high on PGI's priority list, in my opinion. People do notice, and gamers can be discriminating.

You seem to have a pretty specific opinion on this, I'm not sure if you're trolling or not.
But if you are trolling, I could certainly agree, that, PGI makes their money selling mechs and camos and dumb consumables, not maps.
Personally, I think this should never have been a problem. It shows rushed map design, which would make sense under the IGP regime. However, being a new "reborn" company and all, trying to prove themselves, maybe PGI should stop and address some of these glaring issues that hold back gameplay?
I know it's not an quick fix, but if PGI actually does have programmers that know what they're doing, it's not an impossible task. In one of the star citizen bugsmasher videos, they showed how an iterative issue caused a problem in an asteroid hitbox, so the programmer manually adjusted the mesh to fix it. Took 10 minutes(this particular issue WAS a quick fix). Not that hard for someone who knows what they're doing.
That being said, I feel like this is a great time to revisit this issue.
**Anyways, back on topic, I will be watching the townhall tonight, and I would greatly appreciate anyone who can bring up this question in case I don't get a chance to speak up.**
I do think that this is a pivotal time for this game, and PGI. There have been some really positive shifts in the company. People are checking this game out again after the trannyverse debacle. PGI just has to make sure they lay out the welcome mat.

Edited by DivideByZer0, 15 January 2015 - 04:07 PM.


#26 Commando522

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Posted 14 October 2024 - 06:26 PM

A decade later this **** map still has broken LOD, absolute laughing stock.





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