well that's hardly proof that the hitbox is lagging behind. to prove that we'd need some shots where he shoots the actual model and misses. this video shows that the hitbox is too big and can be hit from behind the model.
ok I just tested this a bit ingame... it could be true actually. when the guy was moving fast enough many times I shot him dead straight and it missed. either that or I can't aim for shit.
If you meant hitbox size, you should have said hitbox size...
In #27, in that context, It was safe to assume that by hitbox you mean everything regarding the hitbox in general...
Yeah, the context is different, but it seems like you're the one that doesn't understand it...
What are you trying to prove here anyway?
im not trying to prove anything, i just found it funny that tourist wasnt actually trolling. thats what i wrote and then you dragged me into this useless and stupid discussion. im out
"m not trying to prove anything, i just found it funny that tourist wasnt actually trolling."
what was there to troll? it's not like it's exactly common knowledge here, just a hunch some people have about the hitbox lagging. neither of these little tests we did is conclusive.
It is extremely complicated and neither of you have the faintest idea about it. I'm not saying your feeling that it's not right is invalid but all this talk about hitbox positions and hitbox size is nonsense.
well i dont have any idea about the technical background but i dont think i need any to distingish here. if you exchange a rectangle hitbox with a hexagonal one, you make it a bit smaller from some angles but all you change is a small hit or not section at the sides of the model. but there is no way this can fix what we see in the video. or am i wrong here? but in the end we dont exactly know what id actually changed so this discussion is kinda useless anyway
but there is no way this can fix what we see in the video.
what if there is nothing that is wrong in that video?
that one always looked quite a lot like cg_predictlocalrailshots 0 to me. simply just lagged rail trails, delayed graphics. combine the fact that such a possibility exist, and the fact that there aren't even any game sounds in that short little clip, and the fact that he's not tracking the guy, but firing at him right as he's going behind a wall (wtf,dude) and you'll have one pretty freaking inconclusive video.
you are.
this is a complex issue that involves about a dozen different things. i'm going to simplify it down to the two primary ones, which won't be entirely accurate but will hopefully clear things up a bit for you:
this is what a model "really" looks like. mynx is basically 40 pixels wide in that shot. "behind" her is *80* pixels of "non-mynx space", but that still counts as a hit.
in front of her is 90+ MORE pixels of "non-mynx". you generally "ignore" a lot of that mentally, because at least there's a weapon there, but it's still a LOT of empty space, and it also counts as a hit.
that's the first piece you're wrong about. it's not "a small hit or not section", it's an absolutely friggin HUGE one.
when models run, the animations for them generally move a fair bit towards the edge of the box they're running "to", shifting that huge total dead space around. for simplicity's sake, let's say it's 70 "in front" and 100 "behind" at a full sprint.
now look at that picture again. you'd ALREADY get the "zomg hit behind teh modelz!" whine just from that massive chunk of space when she's STATIONARY. "aggravate" that by the model adjustments for running, and it's pretty easy to see why such whine exists, even though it's been exactly the same in osp since 2000.
--
the other "big" factor is the persistence and latency of rails. even if you're using client-side rails, the beam stays there long after the hit actually happened, and by the time your brain actually registers it, the target has moved even further away, etc. if you're using server-side rail draws it's even worse, and in both cases the hit BEEP is server-side anyway, which also makes you mentally time the hit as nontrivially later than it actually was.
now that you understand at least a little more than before:
"the netcode" is provably correct. the hitboxes and animations, not so much. the new hitboxes remove about 40% of that dead space, which is a big improvement.
HOWEVER...
there'll still be the "shift" on most animations, rail trails and hitbeeps and etc will still trick you into misreading hits and misses, demos will still be worse than live play, and it will still be easy to create artificially "bad" youtube videos if that's your goal.
The funny thing about what arqon said is that everyone that actually uses his brain could come to this conclusions in 5 minutes (of course not down to pixel numbers, but the general idea). But nooo, whine, whine whine.
i remember this issue in q3.. from time to time it would always look like you hit your enemy with rail, but it would infact be a miss.
ofcourse the main problem is, that nowadays people expect to hit when the crosshair is on the enemy .
that trend started when cpma's netcode got good enough, that that was actually possible.
however, (and all q3 and osp netcode fanboys read this) 5 or 6 years ago you would never have noticed something like this, because you were all leading your shots anyway due to the netcode being so horrible.
and even if you saw the rail trail behind the enemy and got a hit anyway, the only thing you would've thought is
"yeah this is internet, i way leading my shot to hit, so why complain when it actually hits while being drawn behind the enemy".
okay this explains the "omg I hit far off the model" issue but what about the "omg I shot the model but my rail goes through"???
I think this can be caused by the player lean animation... in this case I would suggest to fix the hitbox to the stomach or to give us the option to turn of player lean animation.
btw I still think the model is lagging when its moving fast. Best example is on dm6: you are on mid floor and enemy takes the jumppad at mh. Try to hit him directly and try to hit behind the model on purpose.
btw I know the head is out of the hitbox
Maybe the old scale of the models were actually better to represent the hitbox.
There must be a different way to solve this problem. Lowering the hitbox size is going to create more problems than it fixes. Why doesn't id make a new model that fits the hitbox at all times? Or work hard at fixing the animations so the model never leaves the center of the box?
He used to be one of the best fitting models if you ignored his head sticking out. With the scaling of taller models in QL, he essentially fits in the hitbox but as a result, has more blank hittable space around him (though not as much as on arQ's screenshot).
See, now this is the kind of answers we want. Not the silent treatment. Thanks.
Still though, there seems to be so much more that is wrong with QL than Q3. I never had these experiences while playing Q3 (being hit while being behind a wall, hitting shots that seemed to be far off). It just feels wrong. Something has to have changed since Q3, and it's not for the better!
Hmm, I see this quite often in vq3/coma when I look out for it, most obvious on hub, but to a lesser extend, mainly to the models (keel) beeing bigger and maybe some very minor changes in the way QL displays hits to the player.
That's the thing. I'm not on the look out for it in either Q3 or QL. You just feel it if you play enough. It doesn't feel right by a longshot. Not even Q2, where you can move fast like hell, had these problems.
I noticed this even in OSP, in fact I remember sitting on GTV during ESWC 2005 watching Toxic warmup on ztn hitting rails way behind models moving about.
I remember the same problem from Quake 4, but it was exacerbated by the fact hitboxes were square in 2 dimensions (same depth and width). This meant that by looking from one of the sides, you saw [X pixels] of 'hittable' space, while by looking directly at the corner, you saw [X^2 pixels] available for hit, i.e. the whole diagonal. Some mods even fixed it by adding cylindrical hitboxes. Are you guys considering this as well?
I think there would be delusion anyway, as lag and lag compensation would produce strange situations no matter what.
If possible, I would rather have the hitbox transparent. There is quite a lot of information about what the opponent is doing that you see from his model (looking/moving direction, weapon, etc) and you need that to play properly.
Edited by Memento_Mori at 07:04 CST, 5 December 2009
well you could indicate the stuff diferently,
you could give the 4 sides of the hitbox different colors, so you could see the direction, and you could draw a weapon icon over the hitbox or draw some letters into the hitbox as abbrevation for the weapon like rl or sg, for example ... :-), it wouldn't look good, but it probably would be the most efficient.
Then my LG is defect. I keep hearing lots of hitsound, but people never die, when I meet others with LG I die right away though, regardless of HP and armor.
this is a great articulate post although one thing i want to know is.. why can't you just build the hitboxes into the animation?? why does the animation have to move inside the hitbox?
And that thing they added at QL of rescaling the models to make them fit inside the box is probably making these issues more present, at least for the ones which had their heads coming out of the top the box.
Not countering anything you've said, but I think it's a little bit disingenuous to use mynx in your example when most ppl, especially on ESR use TankJr or Keel enemy model which would fill that hit box far more and subsequently mitigate some of the issues you've raised, especially on stationary shots
I remember when the hitbox/netcode whine has begun... a smart guy said it has nothing to do with the hitbox or netcode. It has sth to do with extrapolation (xerp). And now... lol
Strange you cannot think of anything wrong with the Q3 hitboxes, since there are several issues I can think of. I'm sure you were the one who pointed out the issues with AABB in this thread. Shame the images are gone, I remember them as being quite funny /o\
octogonal vs squarical hitbox ? I'm pretty sure that's not what q3 players are complaining about in ql
if that's not the topic, whatever, I don't like riddles
btw, does octagonal hitbox create more data to send/receive (on a relevant level) ?
forget about the prick insult, sorry about it I took your previous post a bit harshly, must be steroid rage or something
It's probably a factor in some of the "omg I hit but I should have missed" whine, I would say.
It's also well known that due to the wide variety of animations and model shapes, the models don't fit /stay inside the hitbox very well. If you make them stay rigidly inside the box, you end up with boring vertical sticks like in Q4.
right but isn't the core problem related to netcode's prediction stuff (dunno how it's called, the things that would make the hitbox way ahead or way behind the model, eg "I totally passed the corner yet I got shot by the guy in the previous corridor", a bad gameplay experience compared to cpma's netcode -and there hitbox's shape is out of question) ?
out of curiosity would it be possble to make the hitbox tilt depending on movement speed?
Not that I think it would be a particulary smart move, but maybe for fun :)
I guess you could make it a Parallelepiped where the bottom and top planes are parallel to the map floor.
But I'm sure there are other problems and it's not worth the effort. :)
no I didn't, you moron, I asked a simple question, even with "for fun" which made it quite obvious I didn't give it any thought at all. And yeah ix reacted in exactly that fashion.
you didnt like it because of slightly worse aim or changed movement?
I think cylindric hitboxes are a big step forward because it doesnt make the hitboxes smaller... it just fits better to the model.
btw I dont think they will change the hitbox size or shape. I hope they will just change the position of the hitbox so it will fit to the model in fast fights.
Well I find it fair to buff it if the rail accuracy will fall, otherwise there will be alot of one sided games imo since it will be very difficult to do anything out of control.
As I said, rail isn't suffering from this.
It's because of the nature of rail gun.
Most rail gun use is camping, holding crosshair and pressing fire when the enemy is on the crosshair.
And even reflex shots stay pretty much the same.
how can smaller hitbox be more random hits?
i´d say..hits register that are aimed..and not spammed
so far i like quake live..i played 4 games..
it needs netcode fixing..or smaller hitboxes..
and here i wonder about what i heard some time ago..that ql will get cpma netcode..is it true? so it will get xerp at some point? :O
just wondering..actually got used to the feel of this now..
it also needs ramp jumps...or whatever its called..going up stairs fast...i like
and i haven´t managed to get my hud and textures look like in q3..but well..gottta get used i guess
Why does smaller and more accurate hitboxes make the game arcade-style? Other than that being a useful go to negative term. Surely larger and easier to hit hitboxes would be arcady.
hmm, maybe I got something wrong here, but with octagonal hitboxes the size that you can hit when someone it looking right at you should not be any smaller.
It's just that when the player turns that the hitbox does not get bigger(!) as it did until now.
Based on that the player firing rockets could even suffer because if the rockets his the floor diagonally from the player (can't think of a better wa to write it atm) the distance between the impact point and the actual hitbox should be bigger.
All that, of course, requires that only the shape was changed, not the actual size.
Or am I wrong here?*
Apprantly this line can trigger a response from Arqon, so let's hope :D
Ye, I would love to see the old q3 RL back. I like it a lot more then the QL one. Other then that I am fine with the weapons. Balancing weapons is overrated anyway:)
I mean, both q3 and ql balances have their pro and cons.
yeah but, splash dmg isn't full dmg, and also, the worst you aim, the less splash dmg you will do.
for example, with exactly the same RL aim, and at exactly the same distance from the explosion :
old hitbox (large) : dmgs caused by splash --> 75
new hitbox (smaller) : dmgs caused by splash --> 60
old & new hitboxes : dmgs caused by direct hit --> 100, but it's harder to direct hit with the new hitbox
(cuz they are smaller...)
The cylinderical hitbox has a slightly smaller diameter (like 5-10%).
But another factor is that as far as I understand, the hitbox doesn't actually turn with the player. It is relative to the map. So if you are looking in eachother's eyes BUT are diagonal from the map's axis then the hitbox is like 40% larger (Pythagoras' theorem).
And yeah now that you mention it I think I do remember someone bringing up those "aligned" hitboxes.
In that case, this change is even more vital, imo.
So, if my very rusty math doesn't betray me. Going a square hitbox is on average 28,5% bigger than a cylinder. Adding those 5-10% sure makes quite a difference.
that's pretty awful if that's true. if it isn't then a lot of the complaining is unjustified. granted weapon tweaks may need to be implemented but that's fine isn't it?
people are ultimately complaining because the effectiveness of a gun has diminished because they can't... miss and still register a hit?
no. I mean that the hitboxes in cpma and osp behaved very similar (dunno if they were perfectly the same)
so that would make no sense to complain about for an osp'er.
Even though (I think) they also had a hitbox that was, at times, up to 41% bigger than at other times. (At lesst when you look at hitscan).
I kinda suck at expressing myself well, today. What I meant was this:
Both games QL and Q3 had that problem (square hit boxes).
QL does something different in registering hits than Q3, which I think we all agree results in different behaviour.
That different behaviour plus the fact that they were looking for faults is what led the to find the problem.
Yet, that does not necessarily mean that QL's netcode really makes the problem worse!
Sure the type of "odd" frags in QL might not be doable in Q3 (dunno if anyone actually tried yet), but maybe there are other types tof frags in Q3 that look normal to us but would look weird to someone who only played QL.
Hope this makes my point a bit clearer. :/
That said, personally, I do think that QL makes the hitbox problem worse, but that's just a feeling and also based on random statements. On the other than, that square hitboxes or suboptimal and that people are more suspicious about something new are way more established points.
Yeah well, I'm still laughing that you said nothing the first two times I mentioned "analogue". And now you pretend you knew that all along and chose not to point it out or something. Even though your post here shows how desperate you are for finding flaws with me.
And ultimately the point was made by someone else, damn that's gotta hurt :P
hahaha the mental gymnastics you do are amazing. you wrote something wrong while trying to look smart and got called on it. twice. just move on man, it's not the first time you got owned, you ought to be used to it by now.
I was just trying if you would find that out by yourself. If I had something right away you would have just said that you knew all along and so on. So, the only way to find out is to bring it up a few more times and to wait and see how you respond. You never managed to say that there is no analogue signal.
If I had behaved like you, you would have jumped at me right away, claiming I had no clue of technical stuff and so on.
Granted, it would have been awesome fun if I had thought of writing someone an imsg which I could show you now, but I didn't :[
Also, for the record, yes I have been proven wrong on this site. Just never by you. I guess that's why you keep following around :]
so your regular way of operation is writing stupid shit and when you get called on it write I'M NOT STUPID! I JUST WROTE STUPID SHIT TO TEST U!11 brilliant
so you were arguing a possibility you have no measure for except that it's "not likely". and you wrote 100000 lines of text arguing for this unquantified possibility you are afraid of naming. impressive
will you ever stop misreading statements or is that some innate defect of yours?
We've been over this several times, my theory won't be disproven by that. Bringing that up again and agin, only makes you look more like a rat
also it's quite rich that you rely one someones personal experience. Coming from the guy wrote several posts claiming how he wouldn't rely on the other's opinion (just look on you cheating accusations). Not that I don't believe stunt in this matter, but you were trying to set those standards, or do you think your own opinion is worthless now?
as in my theory that had 99.99% chance of being correct and it was, yours had 0.01% and it wasn't. but yea, I was wrong. just as I was wrong saying that a mouse sensor can hardly be treated as an analogue device? or when I said that yuka cheats? damn, I'm always wrong.
is the sensor replaced and was it proven to be faulty?
did you even write the word "analogue" before now?
did you mention the lift off distance, like bullveyr hinted?
do you have any basis for your 0.01% besides "personal experience" and "but in all the mice I know", both of which really don't even give you anything you could calculate a probability from?
Whoops, that's "no" four times in a row.
Your's is the science of taking guesses and hoping to be write in the end. ridiculous.
I don't think I'll wait around for you to make another bad interpretation of what I wrote or one more wild guess.
no they don't (it's still not proven the sensor is "shit")
But it would take at least 100 posts to point that out to you and in the end you still would not accept that your guesses can be wrong.
For example you tried to attribute statements to me countless times, either intentionally or because you guessed and your memory was wrong. "likely instead of possibly" and "disproven my theory" and "You said yuka was innocent" are just some examples.
Just remember, that everyone gives up trying to explain something to you does not make you correct or smarter, it simply means you are better at denial. I wonder if you'll ever find that out for yourself, because obviously you won't accept this coming from me.
walter, sensor proven shit, me saying yuka doesn't cheat, me saying software fix is likely, you saying software can't improve sensor problems so that the average user says it's fixed.
"likely.... will" and "likely.... can" are two very different things.
Software updates can hide (aka "fix") many hardware issues - it is a running joke between me and the hardware engineers at work that I fix all of their hardware problems in software (because the turn around time on hardware fixes is usually too long or involves physically recalling hardware).
There are some hardware faults that simply cannot be resolved in software, but it seems that the majority can be.... so yes, I'd say it is likely that a software update can fix it.
It isn't necessary likely that a software update *will* fix it, because that makes the assumption that they've put the effort into finding a software tweak to hide the failing hardware, which in the case of a mouse probably isnt going to happen.
of course I agree with everything you wrote but we're not talking about general hardware/software relationship here. the subject is computer mice, and to my knowledge a new software update has never so far fixed terrible tracking errors. latest tests confirm it. if you know examples of the opposite, please do share.
the reason for this is probably very simple: mice companies know their mice are shit, I mean how hard to is it to test a mouse? especially companies like razer, steelseries etc. they got all these PRO gamers working for them, surely some of them tell the manufacturers that their mice skip and end up looking at the sky when you move them fast? so they probably do try to correct these issues via software long before release. they still do release faulty mice regardless, because nerds will buy them anyway.
Most attacks are axial to the gameworld so the old hitbox is the same width as the new one, if it were a problem it would already have been in those situations. It's absurd for the hitbox to be so much wider diagonally than axially, this really sounds like made up whine at this stage.
you see, the technical explanation might be valid, but it doesn't really matter since ppl simply hit 5-10% less even tho theoretically they shouldn't ... ;)
so why is this a bad thing? really? why is it good to hit 50% lg and 60% (or more) rail? for the vast majority of players like me dwell far away from the top, a reduction might not be the worst thing the world. actually it sounds quite positive to me.
so that's right time to bring back cripple effect for LG, transform PG projectiles into small boxes, reduce SG spread ...
octagonal hitboxes are not a problem. there are many many ways to compensate it
The addition of cg_unsmoothclients helped in a ton in making the game more playable, but the shitty servers nowadays (at least in NA) lead to 25% shaft and 35% rail becoming quite standard for me nowadays. They should have reverted back to rectangular hitboxes and kept it a hidden option to be used at LAN's, really.
Not like it ruined the game -- it was a great concept that helped make the game less about rail and shaft, but it was just on such a poor engine that Q4 was all about rockets after that.
Well, I think the octagonal hitboxes didn't help *added* to the increased speed changes on the ground from 1.3 which already made players harder to hit. OTOH, I don't remember 1.3 being much less of an aimfest than what we had before.
Not having played Q4 in a while, I found the super fast direction changes of other players very annoying when I dabbled with it recently.
I'd like to see what Q4 would play like with the 8 sided hit pillars and weapon balance/movement closer to what they were in 1.2...
That won't fix the main netcode "problem", which is "getting shot behind walls", ie. serverside hit detection with hitscan weapons.
I chose Tankjr as model for a reason, I know very well the model is bigger then the hitbox, that's why I like it!....only complete noobs could be confused by that, no "netcode fix" there.
Not many early FPPs had any cylindrical thing in them :P
Such things tend to stick, especialy since it is of no matter in casual single player games, and what would they consider next is rather per pixel collisions.
Is this only the change of shape?
I mean the orginal post said they will be more closesly matched to the size of the player, cause right now they are bigger. The very first thing that came to my mind was literaly size, not shape. Since models got different sizes it made me wonder what is they actualy want to archive?
I mean casual player reading that post would get an idea that now hitboxes will fit models, so using bigger model would result in bigger hitbox. You can say this is overintepretation, cause they would never pull such thing off, wouldnt they? :P
so will we end up having the hitbox fitting better the comon models, and thus having a rather pillar like hitbox with all the shitstorm which will occur from it, or will they finally make a dwarf model to fit the hitbox
after this update in 1 week we will lose 1/3 players :)) fixing not problem, but tweaking something is bad idea! its like from 1 problem , we will have now 2! nice ID :D
I am already thinking to quit playing from next week. At my level and under, the games are all about rl. According to my stats, I use rl 46%. With the new hitbox, I will have to probably increase it to 60%. So please change the name to RAL (rocket arena live) or something similar. Even at pro level the best players are those who have the edge in rl, like rapha, cypher and cooller. Also the worst weapon with ping is the rl and since is by far the best weapon in ql it makes it even harder for high pingers.
I normally don’t whine, but now I have to whine because iD listened to the stupid whines about registered missing shots. And yes, they are stupid and childish, since is the same for everybody.
Smaller hitboxes did not affect rocket launcher in Q4, why should it do so in QL? The hitboxes are only smaller from certain angles, which will really change the impact LG has (people went from 30-35 lg in Q4 to 22-28 with added knockback). Rail will only see a small reduction in hit percentage, prob around 5% for most people.
The hitboxes in Q4 were made smaller in 1.4.x in a way that is similar to what they are doing in QL now. The RL and GL were about the only weapons that didn't lose any effectiveness.
"The hitboxes in Q4 were made smaller in 1.4.x in a way that is similar to what they
are doing in QL now. The RL and GL were about the only weapons that didn't lose
any effectiveness."
1) I'm not trollin' ;D
2) How do you know it is similar ?
3) The "new" octogonal q4 hitboxes affected RL & GL aswell. So that's why i'm asking
why you're saying that they weren't affected... I mean -->
"The hitboxes in Q4 were made smaller in 1.4.x in a way that is similar to what they
are doing in QL now" --> in what way exactly ?
The Q4 hitboxes removed dead space by making the cross-section of the hitbox more consistent across different angles. Arqon said the new hitboxes will have about 40% less dead space (keep in mind he said dead space, not 40% smaller hitboxes) and syncerror said that the change would more closely resemble the models. Since the models are closer to circular than square, it would indicate that the hitboxes will be changed into a shape that is more similar to a circle.
The difference between 1.3 and 1.4.x patch in Q4 was pretty much non-existent for the players ability to do damage with the rocket launcher. Something like 90% of the damage done with rocket launcher is done with splash damage. Even high damage rockets are seldom aimed at people above the feet, since you would risk not getting any damage at all. This is why slightly smaller hitboxes did not change the strength of the rocket launcher. If you played Q4, you would have noticed how the game became mostly rocketlauncher after the 1.4.2 patch came out, due to LG and RG being nerfed a lot. Even with a buff (175dmg/s vs 160dmg/s and stronger knockback), LG was still weaker in 1.4.2 than in 1.3.
Out of curiosity, do you know how splash damage is calculated? Do they calculate the distance between impact and the nearest edge of the hitbox, or the distance to the center of the hitbox?
Because if it's the first one there should be a difference.
And direct hit rockets should be affected in any case, I would think.
Not sure how they calculate the damage, however the hitbox is only slightly smaller from certain angles so even if the calculate to the edge of the hitbox, the difference should be negligible. Q4 has already shown that there will be little difference between the hitboxes for RL. The 1.4.2 patch changed the game from slightly rail heavy but balanced RL and LG to very rocket heavy. This was due to the amount of effect the new hitboxes had on RL, almost none. How many direct rockets do you see that do only hit around the edges of the model? Not many, and the direct rockets that hit the outside the edge of the model, are the only ones that would be affected by the change.
There isn't any whine about hitpercentages. The argument is about whether these changes should result in a buff to the weapons that suffer from this. The amount of damage the LG and RG could deal was reduced in quake live due to people hitting more. Now that people will hit less again, that would mean a double nerf to the LG and RG. This argument is valid as the RL might get overpowered and there might be a shift in the balance of control versus aim.
Alot of comments here but I can easily summarize it with arqon's
40% difference means alot of noobs will finally stop hitting those bs rails and I am very fine with that. The level of "aim" in qlive atm is retarded and I want the distinction between a good player and a bad one back.
Alot of noobs already stopped playing regardless of hitbox. I am speaking about the remainder who sticked around and will likely stick around even with this change.
Also, the preference of rl has nothing to do with hitboxes. It's because of the lg nerf and the boosts it got with splash damage and other stuff I can't remember right now. As for +back, at what point in quake 3 vq3 and quakelive history did +back not reward the user? That will never change unless you get CPM style changes which won't happen.
why would they quit playing if everyone else misses more aswell ?
I mean the fact that the 'noobs' will hit less will obviously be compensated by the way they'll get hit less aswell, resulting in less stupid railwhoring and dying 50 times on ctf2 mid for example.
If you can't understand that I don't know what to say Oo
If you thought coolers russian ping and lg sucked online, think again, "your lg is nothink on lan" incoming atleast once a minute as he loses even more online.
what tells you id hasnt thought of it already ? What if the next update included a change on LG damage e.g. ?
And why the hell do you keep whining before even seeing and testing it ? Really people your negative comments might be the number 1 cause of ppl leaving quakelive
lol negative comments is what this update is addressing (and aren't coming from us, since I accept ql the way it is, have accepted that is no q3 and haven't whined)
but yes this thread turns out to be too negative from both sides and I don't like that tension. All the whiners are glad that iD finally listened to some of their whines and now they pretend to be the positive ones!
in case off unbalanced weapons caused by octagonal hitboxes:
just make the octagonal hitbox width bigger to average width of the old hitboxes or max. width of the old hitboxes. This way the accuracys (lg/rail) should stay and weapon balacing wont be necessary.
Nethertheless I prefer octagonal hitboxes with minimum width of the old hitboxes because this way shafting/railing will become actually a skill.
anyway, this is the schedule :
1-make octagonal hitbox to reduce width difference induced by the angle you attack
2-adust the width and height to balance resulting gameplay
3-balance again the weapons to fine tune gameplay
some could slow down the rampant onoz-omg paranoia imo (although the game will not be balanced until ages, since everything seems to take ages with ql, justified or not)
On another note, it makes maps like dm14 suck so hard in TDM
imagine trying to get into Red armor room with broken MG and LG vs. rocket launcher and shotgun on higher ping and with current damage values.. it can be difficult enough already!
I don't know about anybody elses oppinion but from playing CPMA & QUAKELIVE after Q3 OSP & Q4, i can safely say that i prefer playing a game that works online.
It's not just about being chicken of change, it's about facing the facts of not everybody having 5-30ms in a game that's trying to be equally as competitive online as it is on lan, and especially when a larger chunk of players are online (ffa, tdm, ctf, ca)
But yea. If they delay the release and the damages get tweaked a little bit before it goes live, rather than rush it out to compensate for the difference, maybe i could try and bear with it i suppose.
Though i have a sneaking suspision i may have to go ahead with my 11player fifa10 team on the ps3.
Point is that with the current hitboxes/game I can play the game with my 40ms ping jitter and 65ping due to bad routing on .de servers.
With the new ones? I doubt it very much. Yes i could buy a new house and a new connection to go with it, so £30000 later i might be able to play it. Or i could continuously use my student loan to pay for a huge tdm and lan event every week so that i don't have to play online. So do you want to sponsor me?
We'll see anyway. Maybe my whine will be unjustified, waiting on other tweaks..
Oh and please don't get me wrong, i do think the change could be great, for lan.
yeh.
first people complain that it isn't a beta because id isn't changing anything.
Now they complain that they change the game.
And if id said the game is completely done, people would probably complain that a lot needs to be changed and id shouldn't try to sell us this unfinished beta as a final version.
i dont get all the whine about weapons becoming unbalanced
it's not like only lg and rg will get worse, it's basically gonna happen with every weapon :/
Shotgun, mg, plasmagun
the only question is how splashdamage of rl and nades are calculated. they will become imba if only it's calculated between the center of explosion and the center of the hitbox. While they will become just as much nerfed as other weapons if it's counted between the center of explosion and the closest edge of the hitbox
Direct hits will become harder aswell
Anyway rail is imba now and even if rl splash becomes more powerful it wouldnt make rail useless, just make lg 7-6-6/7-7-6 or smth + maybe decrease the mg & shotgun spread
It's not a matter of it hurting all the accuracy, it's the risk/reward situation of each weapon. Why use a more aim-based weapon and risk a lack of accuracy when you can just use an RL and at least get splash?
using rl is risky for me regardless of the range. LG is a safe weapon to hit but the damage doesnt compensate good aimed rockets. We really need 7-7-7 or even 8-8-8 + increased knockback
Many players will surely notice a significant decrease in LG accuracy no doubt but remember that it's almost impossible to have much less than 30% in many cases, mainly because of people walking into your shaft when dodging/strafing.
The skill gap with LG will be higher. Players with better tracking will be rewarded. And rightly so, some people fear that +back play will be even more effective than it is now but don't threat, id has a plan.
This was a non-issue with osp, it was a non-issue with cpma, it WAS an issue with xbattle that used the so called unlagged netcode. It's painfully obvious that it is a QL netcode problem, problem that did not exist in OSP or CPMA at this magnitude.
Most of the people who "panic" or say they will quit are the ones that have actually tested it. Rest are more or less guessing how it could potentially change the gameplay. This is a good sign for id, people still care.
Why are they running a secret beta for a game in beta? Can someone point me to a crowd, in any field of life, that likes changes and decisions that they had no way of affecting or giving input for?
Never heard that term, no. Is that same thing as closed beta that QL was in for a year, year and a half?
What would you consider "not under control" for a game that can be played only from certain website, only in current version, only in their servers and without the ability to mod it?
I'd take a wager almost every company that has public beta tests their changes in their own environment for some time before updating the public beta.
Sure having players from abroad test it first is different, but considering the reactions from the quake crowd to other changes in the past the step is quite understandble. Cause as you know the reaction weren't exactly "Hooray, they are working on making the game better."
I think their unwillingness to experiment in the "beta no.1" is more to the fact that there is now money involved in tournaments and streaming rights and what not.
Quake community does not have a monopoly on suscpicion of suddent changes for unkown. Id has done very poor job in communicating to their beta testers what is their vision for the game, and how are they planning to achieve it. That makes them look visionless, and is valid basis for sceptistic attitude towards their ability to steer the ship to the right course.
I made the comment about this, because after realizing that they had painted themselves in to a corner, where they have to run an open beta inside an open beta, my first thoughts were not that these guys know what they are doing, and we should not under any circumstances criticize what they are doing.
No, the way it shouldn't be. Unless you really want the animation of your model to affect whether you're hit or not. With the arms separate like that, they're either going to be totally wrong when you're using force-model keel and I am using Orbb as my player model, or you don't get the choice of forcemodel.
Not in quake. People strafejump, turn, duckjump, move their viewport up and down, and a million other things while moving at 700 ups. A skeleton hitbox would make the effective hitbox a great deal smaller, like COM sized.
thats something they just cant add now. MAP editing/creating and such gameplay changes have NOTHING in common, this will not imply the same devs... Which makes your post totally irrelevant imo :/
The work they put into map editing/creating is probably just going on and couldnt go any faster than it is going now.
Or what you should complain about is rage.
And tbh who knows, maybe rage owns ? lol
I just went the size difference between the square and the circle and then divide it by the circumference, which results in 13,6 % difference, which is half of your 27,3% and I think is correct.
I am not sure how you arrived at y = sqrt(2) * cos(x).
I still don't see your way of calculating, as I don't think yo can just take cos(x) :/
But, my way is probably wrong, cause I completely ignored/forgot that I am dealing with polar coordinates :(
So, now I took the somewhat brutal approach. MS-Excel.
The distance between the center and the edge of the circle is always r.
The distance between the center and the edge of the square for one eigth, starting with the point where both touch (so [0;Pi/4] is:
d = sqrt(r² + r²*tan²(x))
that equals d= r/cos(x) [some trig rules]
If my memore serves me right you can't do a normal integration here, since these are polar coordinates.
Instead of trying to read up on how those work, I took the crude approach with MS-Excel:
I just made a table with 250 steps from x= 0,000*Pi to x=0,250*Pi (=Pi/4) and let it calculate 1/cos(x) for those steps. The average is 1,127.
So, that's not an exact statement not elegant at all but if you don't find anything severely wrong with it, I'll just handle it the engineering way and say it's good enough for me :D
f(x) = sqrt(2) * r * cos(x)
(in the unit circle, cos(x) is the x-coordinate)
The relative difference in size is
g(x) = f(x) / r = sqrt(2) * cos(x)
If you don't trust this, verify it yourself using my nice image ;). The rotation of the box is 0, 15, 30 and 45 degrees.
For instance f(15) = sqrt(2) * 138 * cosd(15) = 188.5.
Even just averaging these four widths results in an increase of 1.2482. Pretty close to 1.2732.
looks like I shouldn't have ignored the projection...
cause just now I realized I only tried to calculate how much wider a square is than a circle on average, (which is actually harder :P)
I think that the current hitboxes being axis aligned and therefore wider depending on the angle is just wrong. This means that if you open a map, turn it by 45 degrees, save it and play it, you will end up with old beefy spots (aimwise) no more working, a new spots to be found. This sounds wrong to me. Of course you can adapt, but it is counter intuitive and might have weird implications during combat.
So anything that will fix this is welcome ideally. Now, the problem is that this will likely spoil other aspects of the gameplay, and because of these potential problems some people would prefer the hitbox fix not to happen. I disagree. I personally think that the coming issues have to be fixed with other means (fixes to netcode, weapon balance, whatever).
Edited by Memento_Mori at 12:44 CST, 5 December 2009
The real problem in this thread is the amount of people who don't know a shit about what they're actually discussing but still think they're in a position to say that it's going to be a bad move from ID, although they're the same ones whining for months about newbs hitting all their rails whatever effort they've put into dodging them.
I can tell you that soon a majority of you will probably have to either edit or delete some of their comments.
nah, what I meant was that a lot more people were whining about other people whining on esr.
I mean what do you think you're supposed to get if you visit esr?
with a 10 minute timelimit like we have it now, every frag is important, so you should work for it more, imho decreased weapon damage would reward consistent ability to aim well, besides the obvious timing, positioning, map knowlegde blabla
it would be harder to finish someone off, but also more rewarding, with how it is like now, people aiming behind/in front of the model on purpose, noobs hitting 50%+ rail aund 40% shaft, having 0 dodging skills,
netcode was awful in q3, even worse in ql, regretably i have not yet had the chance to play it on lan, maybe all those issues are irrelevent with 0 ping
but to balance a game for the very highest tier of competition @ LAN is FAIL when the intent is to broaden the player base by attracting noobs
again, the pros who put in countless hours will adapt soon enough
maybe it's just all in my head, i just cannot get used to how you "should" play to be successful online, howver thats a problem thats been plaguing quake3 since the beginnig, be it baseq3, osp, cpma, ra3, whatever
excuse my rant, i'm just fed up with how this great game has been neglected and ruined over the years
the problem is the game wont be fun for most people if the scores are 2-1 every game.. i can play quake regardless of what the damage of weapons are but you cant make it boring to watch :p
yes, you're right, quake how it is now is mainly a tool for iD to spread brand awareness after multiple failures, the higher the number of viewers the better the game?
Of course high scoring games attract more people, because there's action all the time, but why not focus on TDM if you desire such a thing
4v4 200-199 result 20 minutes pure carnage.. etc..
i can only talk about how I as a casual player view this game; suffice to say it's highly frustrating and unrewarding
@ demon, i understand your viewpoint about weapon balance, considering that you try to earn money playing this game, but if you stepped back for a minute an considered how q3 has developed over the last decade (...)
i just can't get it, ihgh LG and rail damage would play to my strengths also, but i don't want the easy win, i wan't the ridiculous air rockets and plasma kills, shaft and rail is boring
i don't want the random SG kills, or spawn weapon MG spam
i could ramble on all day, and make less and less sense every minute, maybe someone will understand where i'm coming from
it won't matter for casual players, if you use shaft and use 30 cells to finsh an enemy or 20, there's no difference, about 2 seconds maybe, that hardly go noticed in a hectic game
same with rail, i kind invalidate my points when i admit i mainly play CA, but anyways 200/100 starting health, 80 or 70 rail makes no real difference
4 or 5 shots does not matter, the whole % system is flawed to begin with
where is my /topshots
+acc is a shitt half baked solution
casual players may care about percentages, but with how shitty they are displayed it cannot be counted as a factor against weapon damage rebalancing
for the quake noob who plays for the very first time, audio/visual feedback that goes further than the worn out impressive/excellent/humiliation announcements would be a nice incentive to keep playing
HOLY SHIT and air rocket rewards in RA3 were awesome, why not use such a basic feature in this "new" game
Wow, when I read this bullshit I'm really glad nobody cares about CA as your proposed changes would fuck up duel on so many levels and would promote an +back style even more.
And your point that a great game to spectate doesn't make a great game to play is flawed since almost every great spectator sport has been changed in the past to be rather spectator friendly than more skillful. Making it spectator friendly is what ultimately will bring viewers to the stream and sponsors to the tournaments.
for the casual gamer all of this does not matter
i admit that my viewpoint may be flawed since i want quake to be rebalanced from a CA/FFA players persepctive
still i tend to think, having played countless duels / ctf and tdm games in the past that considering how aim has generally improved across the board, weakening the hitscan weapos would prove to be positive for all aspects of quake
duel rail spawn kill, still 2 shots needed, 70 or 80 dmg
finishing of opponoent gets harder with mg, but does it make that much of a difference if it's 3 or 5 shots with mg?
randomness would be decreased, if the opponent is skilled enough to evade and get away from an obviously lopsided confrontation, more power to him, on the other hand a comeback would perhaps be more difficult, spawn system comes into play, etc
many years ago, the golden age of Q3, EuroCups etc, nobody cared about sponsors, streams, what have you
the pro gamer mentality has ruined the game, like any other game where the stakes are oh so high
only goes to show that quake for all its + points is a deeply flawed game
Think about a situation when you would rush a player who missed a railshot with lg even if you had less armor. You usually were able to shave away enough health and armor until he changed his weapon.
With weaker weapons it would be even harder to regain control, dm6 wouldn't only be bad but unplayable and so on. Of course general aiming skills have increased and that is why rail/lg have been nerfed and rl has been buffed, not to mention the new hitboxes which will make it harder to hit.
Randomness wouldn't be decreased since the initial spawns would be a lot more important and especially on dm6 the player spawning bridge/red would have an extreme advantage. With your alterations you'd have to redesign almost every single map to fit the gameplay.
How has pro gaming mentality ruined the game? I very much doubt the level of competition was as high as it would have been with more money involved, and since Eurocup still had LAN finals back then I have to assume that players cared a lot about sponsors just to get to the events.
Show me one and only one flawless game. Ultimately it doesn't matter how the game is designed but how the people playing it will adapt to them. QW is a great game and look how much damage an lg deals there. As long as a game - no matter how stupidly designed and unbalanced it is - promotes exciting play it will have success.
very eloquently put and for a minute you nearly convinced me
but you put 1v1 pro duel above all else like everyone else
quakelive is not only 5000€ 1st place reward duel
it's mostly casual ctf, tdm, ca, ffa, duel between clanmates and friends
spawn system is a can of worms even bigger than netcode and hitboxes, it should not be opened, rather thrown away, very far away
i admitted that weaker weapons would favor the player in control, alluded that a spawn system reinvention was needed
however this only applies to top level duel, which is only fun @ LAN
however it is no surprise really that QL is mainly 1v1
maps maps maps
1v1 suffers, dm13, dm6, t4
jesus christ, what is it? 2001?
multifail again by iD
i really like q3/ql, i want it to evolve beyond what it has been for close to 10 years
QL would have been a big chance
missed opportunity it has become instead
no you don't get it
Breaking the game for the highest level is no option. The time you start thinking will be the time you realise it, till then, glhf trying to prove your flawed logic.
what is flawed about the factoid "rail and LG are overpowered considering the level of aim in 2009/2010 & internet connections & etc."
rebalancing the game coming from that standpoint would hughely improve all gametypes
focusing on top level 1v1 and at the same time wanting for more noobs to join the community to make quake "!ive" again is absurd
super players like cooller, rapha or noctis won't give a shit about it, the will still own
casual players like me will enjoy the game more, and maybe dcide to put in the effort to reach the top
i recognize this "discussion" has become fairly ridiculous
but still, i try to see this problem from all angles and just can't come up with another solution
for all it's worth, rail 100 and shaft 8 would highly benefit my game, 70 and 50 % acc
worthless grandstanding fitting for a game like QL has become
"however this only applies to top level duel, which is only fun @ LAN"
ONLY... only. It would break the game from the core man, the problem is you don't think the core is important.
okay, you guys are right, i maybe a little imbalanced myself
lol
but i just don'T know where to start to express my dissatisfaction with how it currently is
maybe my ideas are shit, probably are, i just don't see it how it could become better
the core is us, players that play nearly every day for FUN
top level is a fringe, just catering to them is not good for quake as a whole
what we need is a challenging promode for the money lans, and a type of CA with duels with multiple small maps and big maps also for 4v4 or 5v5
Dividing the community wouldn't help too. I, for one, started to play because I saw what was possible in the game and wanted to do that. IMO, It's one of the main things that keeps the casual level (not newbies and not pros) here.
the community already is divided imho
there's us and there's the pros
of course the argument that a game should be balanced for the highest level of play has merit
however in my opinion the highlevel players would quickly adapt to a game balanced for 99% of players, LAN event results would not differ dramatically etc.
it will still boil down to who puts in the most time, who played the longest, who knows the maps best, etc
Mhh, if id wanted to have a cpm style gameplay they would've implemented it from the start, asking for that is a lost cause.
And a pro duel mode with vq3 physics would pretty much leave the non-pro mode dead because everyone in the duel community accepts rule changes rather quickly. When for example have you played the last t4 or t6 duel?
QL is fine as it is if the new hitboxes fix what they're supposed to fix and lg is tweaked.
ID should work on some maps now and maybe GTV, after that we could consider the job done imho ;)
Your logic would MAYBE be valid if you didnt take into consideration that it's gonna be harder to hit.
I saw one of your lines was about the dodging factor and the fact it has disappeared nowadays... Well the fact people will hit less % will reward dodging more.
No, percentages won't be that high even if pros will get used to it.
With the old hitboxes you could get a good angle on your opponent and hit insane LG accuracies since the hitbox' face is much bigger from an 45° angle, you won't ever be able to do that with the new hitboxes.
look at #339's picture
Give the new lg balance some time 7-7-7 is just a test not a definite value ;)
If you know all about it then take a quick look what happened to the q4 scene when the hitboxes were changed, then come back and tell me again that you know all about hitboxes.
Alright then, let's just neglect the fact that the same changes have been made and that accuracies haven't been the same because you say so...seriously it doesn't even make sense to argue with you since you will say let's just forget about history and what we have learnt.
Seriously, wanna meet up to burn some books? We could even start WW III when everyone's forgotten about WW II.
Ye, it's really a shame there are only a few playable TDM maps in QL and those have also been around for ages, but imho ESL made a huge mistake in supporting a gametype that isn't ready for competition because of its lack of maps. 2v2 or CTF would've been a much smarter choice in my opinion.