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...
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KageKaze posted a message on Hitboxes screenshotsPosted in: Diablo III General Discussion -
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OmniNom posted a message on Hitboxes screenshotsPeople 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.Posted in: Diablo III General Discussion
That being said, if you somehow do experience this problem, just bind a dedicated move button. You should have one anyway. - To post a comment, please login or register a new account.
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