I saw a video that showed the game stuttering after patch 15, and what happened there is the player character could move about freely while the enemies were stuck in place. From that, can we assume enemy movement data is streamed from the server?
If so, the hit box size may be increased to account for differences between where the server thinks an enemy is located and where the enemy is displayed on the player screen. In other words, if the hit box was as small as possible - the exact outline of the monster - you might have a situation where you'd be clicking on it but missing because the server has the monster two feet away.
I'm not claiming the above is true, but it's the only explanation I can think of for a hit box of that size.
Playing, I've noticed, but I've never noticed that it's that bad. That's a serious eye opener. In a lot of circumstances, that's going to make it very hard to track down health globes with a ranged class.
If those sizes are final, I guess I'll be mapping a move key somewhere.
I think we'll be seeing a lot of threads once the game launches (and people who haven't been following everything closely play for the first time) complaining about this, for a reason: it's impossible to accurately click on enemies or even to move on an empty space.
I will probably be mapping the "move" command to my middle mouse button (and changing my "highlight loot" command which is there currently to something like "mouse-wheel-scroll-up").
I understand why the hitboxes are that big so that you don't accidently move right next to an enemy when you're trying to fire from range but this looks messy. Having huge hitboxes is better than having tiny ones while still using left click I suppose.
Honestly... the controls for this game seem like they'll be awkward at times. Using Left Click for moving and attacking is problematic for range classes. I guess they want you to be able to move towards an enemy with left click when using melee abilities?
With the default bindings being 1-4, you're not encouraged to hold Shift in order to attack or Ctrl to move (if it actually works like that... I'd like to know if it does). I understand the dilemma that Blizzard faces though... click to move is an awkward system sometimes, but I don't think we can say the D2 system was better. Maybe the best solution is just to have Left Click be for moving only and bind everything else to keys / mouse buttons.
The good news is that you can bind another mouse button to move so if you have a multi-button mouse you can still use left click to attack and move with another button.
I think we'll be seeing a lot of threads once the game launches (and people who haven't been following everything closely play for the first time) complaining about this, for a reason: it's impossible to accurately click on enemies or even to move on an empty space.
I will probably be mapping the "move" command to my middle mouse button (and changing my "highlight loot" command which is there currently to something like "mouse-wheel-scroll-up").
Did you play the beta? It's fine. If you're having trouble maybe you need to improve your accuracy?
Also, I'm sure functions like these have been created with end game in mind, which wwe have no understanding of....
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"I want to say something but I'll keep it to myself I guess and leave this useless post behind to make you aware that there WAS something... "
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
Strange to see the discrepency between the two sets of screenshots. Is it possible the hit boxes are increased as ping increases? The OP is from Italy afterall, and beta servers are all in the US...
Strange to see the discrepency between the two sets of screenshots. Is it possible the hit boxes are increased as ping increases? The OP is from Italy afterall, and beta servers are all in the US...
This. Screenshots mean nothing unless we know whats really going on.
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"I want to say something but I'll keep it to myself I guess and leave this useless post behind to make you aware that there WAS something... "
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
I jsut started lunchbreak, so I decided to log in and test this. My results do not match the first screenshots at all. Much more like the second, less dramatic looking batch. It's still enough open area that when you have enemies spread out near health globes, that there is absolutely no where you can click sometimes to walk instead of firing.
People keep linking these screenshots and I have literally NEVER had this problem. Been through the beta a few dozen times, and many more skele runs, and targetting boxes have always been pretty much spot on.
That being said, if you somehow do experience this problem, just bind a dedicated move button. You should have one anyway.
I think there needs to be some distinction here... Is it the "hitbox" that's the problem or the "targeting box". To me the "hitbox" is the box that represents the monster in the game world and determines if a skill will "hit" the monster. I have seen spells miss a monster by inches, if the boxes were as large as suggested here, I'd never see that.
I think it's a valid point that this issue may also be affected by lag. If you have a large latency, your data is coming in with a higher variance, the system needs to compensate for that. I'm guessing it's a feature to help you if you click on a monster and he had moved from when you clicked, due to lag, you would still hit him because the server would guess what your target should have been at that given point in time.
I have rarely been over 100ms in the beta, so that might be why I've never seen the issue, but I can understand why it would be a problem. When you want to move to a small free space and the system is "guessing" monster movement then the targeting boxes could overlap and cause you to attack instead of move. Unfortunately this means having a key bound to force move seems to be the only real solution at present. With the game being so close to release, I'm not sure they'll overhaul their netcode to fix the issue. If we're lucky, they can just make the guessing less aggressive by changing a variable or something...
If we're lucky, they can just make the guessing less aggressive by changing a variable or something...
That is assuming there even will be a problem when people have servers on their continent.
In the US, I have never had this problem.
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About lag: my average latency is 225ms ,so quite high. If anybody else is willing to try it with lower/higher latencies and share some screenie it would be good. (care to share your latency, sempaiii?)
Maybe this is latency related so it will be fine when I'll play on EU servers.
But it will not encourage me to play with my US friends (maybe softcore, no HC) and our Aussie/New Zeland/SE-Asia friends have all my sympathies.
About move button: I use it, also you can just click on a clear spot anywhere on the screen and, still holding down mouse button, move the cursor around, your char will navigate without attacking.
My issue with this is that sometimes I attack monster A and the shot hits monster B (and no, monster B is not crossing the projectile path, nor is too close to monster A).
Also if I have an imp or a scavenger running straight toward me and I attack them an istant before they stop to attack me, my attack is shot BEHIND my character.
This make me think the "latency related" idea may be the right one (if the imp/scavenger didn't stop to attack me it woulb be behind me, right?)
I saw a video that showed the game stuttering after patch 15, and what happened there is the player character could move about freely while the enemies were stuck in place. From that, can we assume enemy movement data is streamed from the server?
If so, the hit box size may be increased to account for differences between where the server thinks an enemy is located and where the enemy is displayed on the player screen. In other words, if the hit box was as small as possible - the exact outline of the monster - you might have a situation where you'd be clicking on it but missing because the server has the monster two feet away.
I'm not claiming the above is true, but it's the only explanation I can think of for a hit box of that size.
so in other words they have to make the game worse because they are too stubborn to let us play offline to avoid this lag issue
I saw a video that showed the game stuttering after patch 15, and what happened there is the player character could move about freely while the enemies were stuck in place. From that, can we assume enemy movement data is streamed from the server?
If so, the hit box size may be increased to account for differences between where the server thinks an enemy is located and where the enemy is displayed on the player screen. In other words, if the hit box was as small as possible - the exact outline of the monster - you might have a situation where you'd be clicking on it but missing because the server has the monster two feet away.
I'm not claiming the above is true, but it's the only explanation I can think of for a hit box of that size.
so in other words they have to make the game worse because they are too stubborn to let us play offline to avoid this lag issue
Its a pros and cons issue though.
offline SP means hacks, bots, duping, etc.
online SP means lag and ping
Blizzard weighed the pros and cons of each and decided they'd rather not have loot trivialized by letting people play SP offline. Nothing more to it than that.
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http://www.diablofan...mouse-annoying/
but since that topic was referring to the use of left click mouse button and I don't want to steer the discussion I thought to open this one.
Some people says "hitboxes" are too big and create issues (I'm one of these complainers), others say they are not so big.
edit: a very short video:
http://www.youtube.com/watch?feature=player_detailpage&v=a0Ebp4IAIMI
I played a bit and took some screenshots (1280x1024 is my screen resolution)
The first three screenies shows how far on the left, top and right of a ravenous dead the hitbox extend.
this one above and the one below show you that hitbox is almost the same be the target close or far
Right and left of an Hungry Corpse
At last two screenies showing target highlighted even if the mouse icon is NOT in attack mode:
I dare say they are too big and I'd like to know why it is so, if there is a technical reason or what else.
Ideas? Opinions?
If so, the hit box size may be increased to account for differences between where the server thinks an enemy is located and where the enemy is displayed on the player screen. In other words, if the hit box was as small as possible - the exact outline of the monster - you might have a situation where you'd be clicking on it but missing because the server has the monster two feet away.
I'm not claiming the above is true, but it's the only explanation I can think of for a hit box of that size.
"Just google "diablo 3 gold guide" and magical rainbow covered demons will assault your eyes."
If those sizes are final, I guess I'll be mapping a move key somewhere.
I think we'll be seeing a lot of threads once the game launches (and people who haven't been following everything closely play for the first time) complaining about this, for a reason: it's impossible to accurately click on enemies or even to move on an empty space.
I will probably be mapping the "move" command to my middle mouse button (and changing my "highlight loot" command which is there currently to something like "mouse-wheel-scroll-up").
Honestly... the controls for this game seem like they'll be awkward at times. Using Left Click for moving and attacking is problematic for range classes. I guess they want you to be able to move towards an enemy with left click when using melee abilities?
With the default bindings being 1-4, you're not encouraged to hold Shift in order to attack or Ctrl to move (if it actually works like that... I'd like to know if it does). I understand the dilemma that Blizzard faces though... click to move is an awkward system sometimes, but I don't think we can say the D2 system was better. Maybe the best solution is just to have Left Click be for moving only and bind everything else to keys / mouse buttons.
The good news is that you can bind another mouse button to move so if you have a multi-button mouse you can still use left click to attack and move with another button.
Did you play the beta? It's fine. If you're having trouble maybe you need to improve your accuracy?
Also, I'm sure functions like these have been created with end game in mind, which wwe have no understanding of....
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
This. Screenshots mean nothing unless we know whats really going on.
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged
This video suggests enemy movement data is streamed from the server: http://www.youtube.com/watch?v=UvxaZQ-UShU&feature=youtu.be
The two people in this thread that seem to have the biggest problems with hitboxes are in Italy and Portugal. We know beta servers are all in the US.
I think this all suggests blizzard has coded the game to increase hitboxes as a function of ping.
That being said, if you somehow do experience this problem, just bind a dedicated move button. You should have one anyway.
I think it's a valid point that this issue may also be affected by lag. If you have a large latency, your data is coming in with a higher variance, the system needs to compensate for that. I'm guessing it's a feature to help you if you click on a monster and he had moved from when you clicked, due to lag, you would still hit him because the server would guess what your target should have been at that given point in time.
I have rarely been over 100ms in the beta, so that might be why I've never seen the issue, but I can understand why it would be a problem. When you want to move to a small free space and the system is "guessing" monster movement then the targeting boxes could overlap and cause you to attack instead of move. Unfortunately this means having a key bound to force move seems to be the only real solution at present. With the game being so close to release, I'm not sure they'll overhaul their netcode to fix the issue. If we're lucky, they can just make the guessing less aggressive by changing a variable or something...
That is assuming there even will be a problem when people have servers on their continent.
In the US, I have never had this problem.
Epicurus
Maybe this is latency related so it will be fine when I'll play on EU servers.
But it will not encourage me to play with my US friends (maybe softcore, no HC) and our Aussie/New Zeland/SE-Asia friends have all my sympathies.
About move button: I use it, also you can just click on a clear spot anywhere on the screen and, still holding down mouse button, move the cursor around, your char will navigate without attacking.
My issue with this is that sometimes I attack monster A and the shot hits monster B (and no, monster B is not crossing the projectile path, nor is too close to monster A).
Also if I have an imp or a scavenger running straight toward me and I attack them an istant before they stop to attack me, my attack is shot BEHIND my character.
This make me think the "latency related" idea may be the right one (if the imp/scavenger didn't stop to attack me it woulb be behind me, right?)
so in other words they have to make the game worse because they are too stubborn to let us play offline to avoid this lag issue
Well if I could just have offline SP without consequences I'd like it too. But it won't happen because of the issues it creates.
If someone can artificially increase his ping and make tests it would be cool
Its a pros and cons issue though.
offline SP means hacks, bots, duping, etc.
online SP means lag and ping
Blizzard weighed the pros and cons of each and decided they'd rather not have loot trivialized by letting people play SP offline. Nothing more to it than that.