Hitbox suggestions

This game needs representative hit boxes. It's needed them for years but seeing the hitboxes are still broken, which is now being exacerbated by a wave or poor connection this needs to be addressed.

Here are my ideas: (if you have your own ideas, or disagree with mine that please discuss)

-Capsules are not good colliders for survivors, they are for collision with the game world itself but it doesn't work with many killer powers. My suggestion would be to use a low poly mesh collider that is tied to the skeleton of the survivors, this collider should be used for killer hit detection, whereas the normal capsule will work for everything else.

-Killer lunge, I actually believe that for the most part killer m1 attacks are fine. They can feel unfair rn because of latency but I'm optimistic that this can be fixed. Using a representative survivor collider may even fix many of the perceived unfair hits that happen.

-Fix the latency issues please, generally I believe how it works is that hits from the survivor perspective can seem unfair but they do hit (most times) from the killer perspective. This will likely fix most of the issues people currently have, however I do believe that my other stated changes would be an improvement.

Killer specifics:

Huntress:

From what I'm aware and at the very least it certainly feels this way, huntress hatchets still use a sphere collider. This is baffling to say the least, from my experience as a survivor the hatchets hit me when they literally do not connect with the character model at all, even without latency, this needs to be fixed. I genuinely don't understand why a mesh collider isn't used for the hatchets.

Freddy:

Freddy's lunge doesn't need anything said, it just doesn't feel right. I don't really know how it can be fixed as it is tied to his model. Maybe give him like longer knives or something.

Deathslinger:

The harpoon is a much smaller issue than hatchets and I believe that most of the issue I have with it come from latency but it should also use a representative hit box, maybe not a mesh but a sphere that has the same radius as the harpoons widest point would do.

Pyramid Head:

I actually don't have any issue with the collider itself but I feel like the visuals for the punishment wave should be a bit wider. This would remove scenarios where survivors are on the edge of the effect and it feels like it hits unfairly.

Dracula:

Same thing as Pyramid head, think the size is fine but the effect is a bit narrow.

If you have any other suggestions or disagree with me then please feel free to comment.

Comments

  • Oloy294
    Oloy294 Member Posts: 13

    For the survivor skeleton as a hitbox, it shouldn't be tied to the model of the survivor, as some survivors are smaller than others and would give them a distinct advantage of making them harder to hit. More likely if it were to be a skeleton model, it would have to be a general model that is the exact same for all survivors but is invisible. At that point, it could still lead to hits that seem unfair, and it would also use a lot more memory.

  • Angerydoge
    Angerydoge Member Posts: 106

    To be honest I don't really see an issue with their being a slight variation in the size of survivor hit boxes. Hitboxes aren't visible in game. Killers should be aiming at survivors, not the invisible hit area around them. Furthermore the biggest size difference for survivors is in height, which is not a very important factor in the vast majority of killer powers.

    Even still if you standardise a representative survivor hitbox (same size skeleton based collider) across all survivors that would most likely be better. I don't really see your point on memory, I suggested using a low poly survivor hitbox instead of a direct mesh collider of survivor skins which would pretty much eliminate any possible performance impact.

    Again I feel that the majority of the unfair hit issues stems from latency and I'm optimistic that it can be fixed soon. My main issue is huntress hatchets (which are exacerbated by latency), even when you play as her you can literally see some of your hatchets don't hit.