Character Hit Boxes


(Hundopercent) #101

[QUOTE=Anti;440051]You can say things till you’re blue in the face, it doesn’t change the approach we’re taking to building the game.

When you say you want something all you need to think about is…that you want it. Once you’ve decided you want it, you just state that over and over again.

When we see you folks say you want something we have to consider:

[ul]
[li]Is it best for the whole game?[/li][li]Will it be good for comp play?[/li][li]Will it be good for pub play?[/li][li]Do we see the issue in our own tests?[/li][li]Do we see the issue in the stats data?[/li][li]How long will it take to make?[/li][li]What else do we lose or stop by making this change?[/li][li]How many other assets (animations, audio, code, UI etc) does it affect?[/li][li]Where will it fit in our schedule?[/li][li]What else will it unbalance?[/li][li]What other factors might be causing this issue?[/li][/ul]

So, even supposing after we’ve discussed this that we agree with you folks, it might still take several weeks to get the work done, and it may still require several iterations to get to the final goal to ensure we’re not affecting other things.

If we don’t do this we’ll inevitably break more stuff than we fix and there is no doubt it would lead to longer delays in making the game and a higher cost to build it.

In this particular case we’re well aware of the factors that could be causing problems (hit box sizes, damage, rate of fire, spread size, spread growth and recovery, clips size) and we’re tweaking each of them over time to see where we get a good impact and where we don’t.

Weapon spread and creep will be reduced on most weapons next patch, that’s the next iteration. We’ll see how that goes, if it still isn’t where we’d like it we’ll go through the process again. If that means some adjustments to hit boxes then we’ll look into it.

I know it seems slow to you folks some times, maybe this is the downside of letting people play the game so early in its development, but this is how long it takes to make games the right way :)[/QUOTE]

Shotgun has been modified 2-3 times since it’s release so saying it takes this long to release some spread changes to the other weapons or increasing headshot damage is crap.

Thank you for taking the time to respond and explaining your process. It is appreciated.

But here are also many testers who don’t talk and act like some guys with inappropriate language and an impatient behaviour.

Yes, I am inpatient and to the sensitive I am uncivil, in reality I’m a loyal and passionate person and I express brutal honesty with excessive crudeness. That’s me though, you love me or hate me and until you hang out with me on mumble or actually get to know me you can say all the **** you want on here because it won’t change my personality. At least I’m not contributing to making this game croak in 3 months with huge amps, vehicles, sliding, mantling, tackling, somersaulting, catapulting, or whatever other counter comp/frustrating pub idea you decide to post. What do you think is going to happen when they add sliding? It’s going to look like Adventure Island in game with everyone sliding every where making erratic movement a more important factor than aiming. Oh well what if they make x change and x change and x change than it can’t be abused. Than it will be worthless like the conc nade soldiers primary. 3 - 4 months of development time down the tube.


(INF3RN0) #102

In my experience every “bad idea” usually was more poorly designed or incomplete rather than just plain unworkable. The main reason I even see this alpha existing is to give solid detailed feedback on new ideas to push them beyond past failures. Sure it can be scary or a turn off if we always assume that anything experimental is going to fail or has a rough start, but that defeats the whole purpose of being a tester. We wouldn’t even need to have an alpha if they were just going to remake a game that already existed.