Poor Cursor Calibration Affecting Weapon Aim


#31

I just edited my comment. It isn’t broken at all, dude. It’s called 3D.


#32

I don’t know if you have ever shot a real gun or even a toy gun like nerf or something, but when you look down a set of sights, it doesn’t tell you where the shadow of the shot is going to be. It tells you where the actual shot is going to be. last time I checked, we live in a 3D world. Lol you could even pick any other video game you want. Same story. It is just poor coding.


#33

Get used to how the game has correct object positioning in its space? Of course everyone does get used to that.

Work around what? It doesn’t harm literally anyone’s gameplay.

  1. We are discussing a game, not real life;
  2. Where you click is where your shot hitbox is going and that is what matters because you are hitting the monster, period;
  3. Your complaints have no in-game practical basis.

To finish this, the whole game has shadows and floating objects. Breaking the whole pattern just because you feel like you suffer from an imaginary issue isn’t going to help anyone, and will make the game look ugly.

Enhancing the game’s appearance is poor coding. That’s right.


#34

umm… just my personal experience…

i cant aim crap with katana/dagger/wand b/c of its shot patterns. As dagger i use etherite/spirit, as katana i would only use doku, as wand i basically dont use wand on sorc, and play as melee on priest, or use sprite wand [quote=“BaadGuy, post:33, topic:4404”]
imaginary issue i
[/quote]

some people have an issue with it, if you dont thats fine, but no reason to say it doesnt exist for anyone.[quote=“BaadGuy, post:33, topic:4404”]
Enhancing the game’s appearance is poor coding
[/quote]

why does this count as enhancing game appearance? why do bullets show up in the shadows?


#35

There is no use in arguing, as it is clear that you have your mind made up.

I simply think that a tool should do its job, and this one fails to do so.

My final point is that clearly other players have noticed the discrepancy and found it to be enough of an issue that they commented or liked various posts/comments on this thread.


#36

I can perfectly aim with my priest, even at long-rage (shake your mouse :wink:), because I practiced enemy movement prediction enough. No offense but that is just your aim. Refer to my second post here.

Well, tell me that the fact that the hitbox being the shadow is harming your gameplay and I will tell you that we are not playing the same game. It is obviously not an issue.

Because they have that floating, 3D aspect. Like an avian pet. Just like a monster’s hitbox is at its feet, shots hitboxes are at their shadow. Everything is on the ground, but height exists.

I am basing my arguments in facts. Feel free to contradict what I said.

As I said, you have no in-game practical basis for your complaints. This does not harm your aim in the slightest.

I understand that, it is terrifying to realize something is different than what you thought when you’re deep into the game. I, for example, panicked when I was with my old warrior in the nexus and thought my shots didn’t go to the right place. Then I realized that the hitbox was. And there is absolutely nothing wrong with some appearance tweaks when they don’t negatively affect your gameplay. This is why I didn’t create a thread about the “”"“issue”""" back then.

To sum it up, there is nothing to be fixed here. Move on.


#37

yes… i did not want to participate but hence why i said this[quote=“Scorchmist, post:34, topic:4404”]

#just my personal experience…
[/quote]

why cant we discuss what we want? if you dont like it so much, you dont have to continue being with us idiots who cant aim.[quote=“BaadGuy, post:36, topic:4404”]
Because they have that floating, 3D aspect. Like an avian pet. Just like a monster’s hitbox is at its feet, shots hitboxes are at their shadow. Everything is on the ground, but height exists.
[/quote]

oh never realized that


and why are linking other comments? i have read everything.[quote=“BaadGuy, post:36, topic:4404”]
It is obviously not an issue.
[/quote]

its an
##OPINION


#38

Where did I say you can’t discuss? I am discussing right now.

So, in your opinion, your incapability of hitting monsters properly is caused by the fact that the shots’ hitboxes are at their shadows?
If I read that correctly, you simply said that your aim is bad, and mentioned shot patterns. That has nothing to do with what we’re discussing about nor proves anything is wrong with aiming.

If, in your opinion, our current shot system harms people’s gameplay, your opinion is wrong.


#39

your basically shutting down the whole discussion by saying people’s opinion is wrong.[quote=“BaadGuy, post:38, topic:4404”]
hat has nothing to do with what we’re discussing about nor proves anything is wrong with aiming.
[/quote]

when you have wider shots like pixie, you dont need to aim much, while with one shotted things, you need more aim.


why the fck am i still here…

i dont give a crap about your oppression of opinions.


#40

If I hand you a pen and tell you to write your name down, you would assume that the pen had ink in it and that it would write when you put it to the paper. Any reasonable person would make that assumption.

If i hand you a reticle in a game, I think it is fair to say that any reasonable person would expect the shot, not the shadow, to be fired at the reticle. Especially considering that something’s shadow is a direct result of the lighting around it. Should the lighting change, the shadow’s position will change. Even in the context of realm’s “fixed light source” that generates these shadows, it makes no sense to place something so ephemeral and flighty at the apex of the reticle’s alignment. You are trading aesthetics for functionality.


#41

I’m not shutting anything down. The thread is open for anyone to post, isn’t it? Did I break any rules? :flushed:

Where is the issue?

Thanks for the laugh.

The shadow and the shot are fired at the reticle. The shot goes a few pixels more to the side and it apparently triggers the armageddon for you. On a serious note, that has no practical impact. Why? Because the player is aiming with his reticle at the center of the monster, and the shot will go where he aims. If the shot is 10-20 pixels to the side it doesn’t matter because if a monster is in that 10-20 pixels range he will get hit anyway.

Obviously.
New idea: day and night cycles in nexus and realm.

It does? If it was lower, it would look more like the shot is scratching the ground, shots actually fly. Do you know why we see absolutely nobody complaining about what you’re talking about? Because it doesn’t affect them in any way and shots are ephemeral enough for people to not even notice they are three dimensional.

the player is aiming with his reticle at the center of the monster, and the shot will go where he aims. If the shot sprite is 10-20 pixels to the side it doesn’t matter because if a monster is in that 10-20 pixels range he will get hit anyway.

You still show no in-game practical basis for your complaints. Tell me how this issue you talk about affects you negatively in your gameplay. There is no “aesthetics improvement for functionality hindering” trade if it doesn’t harm your gameplay.


#42

If your character hitbox was located 10 pixels to the left of your actual character and indicated by a REMOVABLE FEATURE, aka a shadow, I bet we would never hear the end of it. But the shot shadow is not a problem.


#43

Why did you quote an older post?

You’re describing an extreme case and comparing it with a super light one. That doesn’t make sense.

You didn’t answer any of my points. You’re repeatedly ignoring most things I write.


#44

Some of us DO think that it is a large enough difference to matter. Therefore, it is our opinion that it DOES harm our gameplay. The primary premise of your argument is that no one cares that it is off centered since you can look at the shadow or just deal with it. I am saying that there are people who don’t want to deal with it, who DO think that it impacts their gameplay, and who perhaps play with the shadows off. Why bother adding removable shadows to the game if shadows are required to have a normally functioning gameplay?

You will find that I did address your point in my previous post.

Perhaps you should not be so quick to point fingers. I am done replying to you as you have grown quite antagonistic with your posts and are not providing any additional points, aside from your perfectly acceptable opposing opinion.

It is one thing to have a different opinion. It is another to simply deny that that opinion is correct whilst not providing acceptable evidence to change the opinion of others. In persuasion, the burden is not on me, but on you, to change my mind. You have failed to so do. As such, there is failure on both sides as I have failed to change your mind. Hence, I will stick with my personal opinion that the reticle is a pain in the ass, and you can keep yours.

Good day sir :slight_smile:


#45

That is objectively wrong. You can, yes, be annoyed by how the whole thing looks like. But you can’t have opinions on whether a client-sided feature harms your gameplay or not. It either does or it doesn’t, it’s not an opinion, it’s a fact.

They can think whatever they want, it doesn’t impact their gameplay. You either aim good and hit or don’t and miss, and if you miss, it’s because of your aim, you can’t blame a 10-20 pixels gap. 10-20 pixels is nothing in-game, smaller than a monster’s hitbox.

Because they are not required?
This explanation PLUS the demonstrative image I made prove that.
Again, you’re simply claiming stuff and ignoring what I say.


Don’t get all sensitive. I am not offending anyone nor am I mad. I am simply discussing and pointing out your flawed arguments.

I didn’t deny anything you said without providing proper argumentation based in facts. I am not trying to change your mind either…

So many posts and you still show no in-game practical basis for your complaints. Tell me how this issue you talk about affects you negatively in your gameplay. This is the only thing I am asking you since the beginning of the discussion.


#46

Oh boy, I’m not going to lie, I skimmed through most of the last few posts.

It’s simple, the shots are elevated on the z-axis.

If you think it doesn’t make sense, here’s the other simple thing you’re missing: enemy hitboxes are elevated on the z-axis as well, exactly like shots.

So it doesn’t matter if you aim to the side, you still want to aim at the center bottom of the monster’s sprite just the same (or feet, or whatever you want to call it).


#47

I usually get this issue when circling mobs and keeping my cursor remotely close to the x-axis of my screen as well. Are we talking about the same issue? Or is this exclusively for standing still, and having the cursor in one specific spot? Like, are you saying that the shot is lagging behind one’s cursor when moving? Or is there a serious miscalculation of where a character should be shooting?


#48

Should I be trying to have my shots land bottom-center, or should I just be aiming bottom center?

Also, I feel like in this case, two wrongs don’t make a right. As you can see below, elevating the monster’s hit box will not necessarily cancel out the issue of the cursor and firing path being offset:

As indicated in the picture, at a certain distance, the offset of the monster’s hit box in the z-axis, at some point, CANNOT compensate for the offset in the cursor path and fire path.

Now it may be that, due to limited shot paths and sight distance, the distance needed to make the z-axis offset of the monster’s hit box obsolete cannot be achieved in game; however, the primary question still remains. Why bother even going for such a complicated system when it detracts from functionality and does little in the way of aesthetic appeal?


@Hubbydesu I do believe we are talking about two different things. While this does happen when moving, you seem to be talking about some kind of lag issue.


#49

Perhaps I should have been more clear, by enemy hitboxes I mean all hitboxes, any character, including your own. Your shots actually originate from the center bottom of your character sprite, the elevation is only visual.

So, your graphic is slightly off. Let’s pretend my baby dragon is an enemy!

In this gif, my trickster is perfectly centered on the tile, the dragon is centered vertically and the shots are centered vertically as well. Note the nice straight line that the bottoms of the sprites (or centers of the shadows) and shot shadows form!

Now to highlight it like in your graphic:

And here’s an important tip: every hitbox in the game is exactly one tile, aka 50x50 pixels. How big the enemy sprite is does not affect that!

The way shot origin, shots and hitboxes work is completely 2D. It’s about as simple as it gets. It’s just that everything is elevated on the z-axis, simply to give the game a 3D feel, resulting in the isometric perspective.


Rkigoo's ideas and bugs 2
#50

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