Warrior sword hit detection bug

i agree with Kailus

and i really have to ask…why was it raised anyway? what was the point or meaning of it. We wanted the upward swing fixed and hit boxes tweaked maybe

this is the opposite direction for warrior

It was meant to fix both ups and hitboxes. It just didn’t seem to work as well as they thought. It’ll keep getting tweaked

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The hitboxes did seem to be better, and I was able to get the upswings more often than previously, but that was only after swinging up 2-3 times due to the first couple not having enough velocity.

The threshold is definitely way lower than it was yesterday…

I can’t test it for several hours but I’ll give my input when I do

I tried to explain this yesterday, but basically it was changed such that the hit detection was based more on the speed of the strike than on the sword entering and exiting the box collider, which is exactly what has to happen if you want those two things fixed.

Old system: Swinging the sword in and out of the box collider caused a “strike” to register. Sword didn’t have to be swung very fast at all. However, this means if you have a really large box collider or are inside of it, you can’t register a hit, and it also means your combo detection may not work as well.

New system: Swinging the sword a certain speed registers a strike. You can be inside the box collider and still register strikes. However, you have to swing it harder/faster than previously so it can tell when you’re actually trying to strike the target.

I am fully willing to just roll it back to the old system if the general consensus is that the new system doesn’t work. But I guess I’m just pointing out, it was done this way to address a frequent criticism expressed by the Warrior community, which is that you couldn’t get off sword hits reliably when facing enemies with large box colliders. If the juice isn’t worth the squeeze, though, I can certainly go back the other way, and then the box collider problem will just remain unsolved.

But there’s no way to address those two concerns/complaints without changing to something like this.

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I prefer this new way, but it almost feels like the mage “too tight too loose detection” problem. Going to be tricky finding the sweet spot

Could you make the distance a swing travels be the threshold for registering a hit? Maybe set a change in direction of the weapon to trigger a new “swing” and when that swing has moved a minimum distance and is inside a hitbox it registers as a hit?

Thanks Riley, that makes a lot of sense. After last night’s test I would prefer the old way as increasing my room space really helped to cure the issue, but I have not tested since you guys made the change to swing speed this morning. I know it’s been said but your transparency and willingness to communicate with the community is deeply appreciated by all of us in love with the game.

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Thank you for the detailed explanation. After testing a little bit more as I’m able to recover, I am definitely able to see the difference from yesterday now. Like Logan said, it may be a hard to balance the speed required but overall I do like the changes to the hit boxes and hit registration.

Better than yesterday but still hard.
I noticed the problem with big box colliders. Have not fought against big opponents since yesterday.
Thank you for your efforts.

On the test dummy Sunday with Doc and Kailus, I confirmed that my swing was needlessly wide and upswing more vertical than required, but on Monday those inefficiencies turned into a boon, and I didn’t notice difference.

Was Sword Rush changed? Seemed like I went through the center of Mist Keeper when charging in.

Today’s patch fixes nothing, please revert all changes until you figure this one out, otherwise warrior class is absolutely unplayable. The right/left slashes are somewhat better but the upwards slash is still 100% broken. Tested this on every creature I could find in frosted spit, it left me very discouraged and a disappointed.

well, i would like to tell my experience too.
i have noticed, as some others, that the upwads swing is super hard to do… the left and right are good so far, but the upwads is like 30% of the time detecting as a side swing… i need to swing super hard upwards to let it detect and i find is a little bit too much. i cant play for more than 1.5 hours straight withought a break because my right arm gets super tired :smiley:
thats the only thing i noticed .
its just the upwards detection where i got much troubles

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Instead of using strict hitboxes, why not do something such that warriors have a cone in front of them where swings will be tracked, and if there are enemies in that cone, then whichever is closest to the warrior will be determined to be the target. This could also include partial hitboxes EG you’re technically inside an enemy’s hitbox but there is still 50% of it’s hitbox in front of you ergo it’s counted as the closest one. I imagine people typically only swipe near the center of their vision and not way off to the edges outside of their sweet spots. This would, of course completely ruin the ability to slash at things you aren’t directly looking at but I’m not sure that I’ve ever seen anyone do that anyway, certainly not something I’ve ever done myself.

when i’m off work i’ll have to try the new system on a variety of mobs instead of just the HS dummy

i was happy with the old system but if this is the only way to fix the upward swing and hit boxes then so be it

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I am also not enjoying the changes. The vertical swing misses a lot now, you shouldn’t have to put all of your might into these swings, I feel like I’m going to break my controller. Surely devs there is a better solution. We need a fix for vertical swings asap, I can get used to the side-to-side even though I think it is STILL too high.

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Okay, I was already planning on working on the direction detection so I can do that and we can see how it feels since that seems to be a bug issue for many people still.

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would it be possible to have a “switch” to change between the old/new swinging so we could better test it out and compare?

Hey Dev Team,

Firstly, great job on the game. Love it!

I signed up to the forums to make this post because even after getting to only level 8 with my warrior, I feel this issue drastically warrants feedback. I’ll be honest, I’m not old, but I’m also not a young man anymore. The speed required to register a hit is too much (even after today’s patch). Some of us like to relax at the end of the day and play at reasonable pace. I’m looking for a challenging game from the environmental content, not an actual challenge in operating my avatar. Personally, I was able to hit nearly all of my swings in the previous system (even upward slashes). The speed required for warriors to land hits under the new system makes my arm want to fall off after just playing for a short while last night, and just a small jump today.

I would suggest lowering the speed for hit detection even further than it is right now (post fix patch). That or I would prefer if warriors were given back the previous patches hit detection system.

All this being said, as a fellow developer of various things, I know how much you guys work on these issues and fully appreciate the time and detail you’re putting into making the community happy. Keep it up! You guys are doing great!

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