Eguzky Posted 12 hours ago Posted 12 hours ago MUCH too often, I am finding that an enemies hitbox glitches with an attacking character's hitbox, causing the character just run at them instead of attacking. And, of course, when I click to move them a little bit to the side to fix it; They get pasted by a Disengage attack. Even though my character moved less than 3 feet to the side, not out of attacking range. Disengage should only trigger if a character moves out of melee range. NOT when they are moving around within melee range. It's incredibly annoying to get smacked for free damage just because the hitboxes did a little jank that I had to fix by moving.
Boeroer Posted 2 hours ago Posted 2 hours ago (edited) Disengagement triggering from repositioning inside enemies' threat range is also a problem in RTwP. It's a coin toss whether you get hit by a disengagement attack when you just circle the enemy or not (while basically touching them all the time). Like when you only want to get into flanking position. Currently it seems to be implemeted in a way that the distance of movement away from the enemy is significantly less than standard melee range. And this is (I guess) due to some problems that would occur if it was done in a different way: 1. It would require Disengagement Attacks to have a higher reach than normal melee distance. Maybe this would introduce additional problems (can't say). 2. You could move very freely inside enemies' melee range if they had a reach weapon. 3. When using melee ranges instead of some fixed "disengagement distance" you might also open Pandora's Box with reach weapons vs. disengagement again (which we had in the first beta over 10 years ago) where enemies just passing guys with reach weapons (within a distance between normal melee range and reach weapon range) got obliterated by Disengagement Attacks. But this would also mean that engagement itself is connected to melee range (which it currently is not - you'll notice that reach weapon also only engage at close distance, not at their reach distance). So using a fixed distance (not standard melee range) to determine whether a disengagement happend or not is good imo. But maybe that distance needs to be extended a little bit: still slightly less than standard melee range (in order to allow disengagement attacks to actually connect) but not so close that they get triggered while basically brushing the enemy. It also seems that the calculations which determine whether a disengagement happend or not are done with the center of characters' hit boxes/sprites/circles instead of with the edges. But that's just my assumption. Maybe a change there could help as well. That's a lot of "maybes" from me, heh... I think figuring out the perfect sweet spot was - and still is - very tricky. That's what you get when you use free motion/movement with high granularity instead of hexagonal or square tiles for movement. Edited 2 hours ago by Boeroer Deadfire Community Patch: Nexus Mods
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