History Main / HitBoxDissonance

8th Sep '17 4:34:01 PM MyFinalEdits
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* In general, the player character's environmental hitbox is shaped like a large rectangle instead of being how the character's actual model should look. Not so bad when you're a FirstPersonGhost, but for games that give the player a rendered model (or allow them to go into "third person" and see how their character looks) it's incredibly pronounced when one ([[UpToEleven or both]]) of a character's feet are hanging in thin air and they aren't falling.
8th Sep '17 10:07:09 AM Eon-the-Dragon
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* In general, the player character's environmental hitbox is shaped like a large rectangle instead of being how the character's actual model should look. Not so bad when you're a FirstPersonGhost, but for games that give the player a rendered model (or allow them to go into "third person" and see how their character looks) it's incredibly pronounced when one (or both of) a character's feet are hanging in thin air and aren't falling.

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* In general, the player character's environmental hitbox is shaped like a large rectangle instead of being how the character's actual model should look. Not so bad when you're a FirstPersonGhost, but for games that give the player a rendered model (or allow them to go into "third person" and see how their character looks) it's incredibly pronounced when one (or both of) ([[UpToEleven or both]]) of a character's feet are hanging in thin air and they aren't falling.
8th Sep '17 10:06:19 AM Eon-the-Dragon
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Added DiffLines:

* In general, the player character's environmental hitbox is shaped like a large rectangle instead of being how the character's actual model should look. Not so bad when you're a FirstPersonGhost, but for games that give the player a rendered model (or allow them to go into "third person" and see how their character looks) it's incredibly pronounced when one (or both of) a character's feet are hanging in thin air and aren't falling.
4th Sep '17 8:02:09 AM SeptimusHeap
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* In ''VideoGame/{{Counter-Strike}}: Source'', players' hitboxes actually lag a step behind their models. This can lead to some frustrating missed shots or WTF deaths. This happens in just about any online shooter to some extent, varying depending on lag and netcode.

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* In ''VideoGame/{{Counter-Strike}}: ''VideoGame/CounterStrike: Source'', players' hitboxes actually lag a step behind their models. This can lead to some frustrating missed shots or WTF deaths. This happens in just about any online shooter to some extent, varying depending on lag and netcode.
20th Aug '17 3:48:19 PM Nicoaln
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** Sadly, Enhanced Edition didn't fix a few instances of this happening in other cases. Some AreaOfEffect attacks would give you a full hit when your character was two pixels to the side. Very small enemies are also [[GodamnedBats annoying to fight]] because their hitboxes are so small the game might mistake an attack click for a move click.

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** Sadly, Enhanced Edition didn't fix a few instances of this happening in other cases. Some AreaOfEffect attacks would give you a full hit when your character was two pixels to the side. Very small enemies are also [[GodamnedBats [[GoddamnedBats annoying to fight]] because their hitboxes are so small the game might mistake an attack click for a move click.click.
** Another very common issue with Original sin is when you interact with shopkeepers or non-player characters covered in an area covered with items. Because their hitboxes are limited only to their models, it's very common for the game to assume you wanted to click on an item nearby rather than the shopkeeper themselves. Fortunately, in a shop, instead of your character attempting to stuff the item into their pants, the shopkeeper then opens up a dialogue with you asking if you would like to purchase that item.
* The same happens in ''VideoGame/DivinityOriginalSin2''. Be careful in towns where the game might think you meant to steal a bowl of water the NPC was standing next to when you meant to talk with them. Also be very careful if you're walking under something like a roof - sometimes you might accidentally click on something and the game assumes you want to stick an empty cup in your pocket. Fortunately, the game has some more generous combat hitboxes than the previous game, and you can fire at the ground.
5th Jul '17 6:11:28 PM nombretomado
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** The GAMBOL AscendedGlitch in ''BeatmaniaIIDX'' deserves a special mention. Originally, it was one of the easiest charts in the game, but a bug caused it to have much tighter timing windows than any other song in the game, making it easy to clear but extremely hard to score well on it. The song has since been "fixed" to use the standard timing windows with the same chart on Normal difficulty, but retains its Hyper difficulty with the bugged timing windows, as well as having an added Another difficulty chart in the [=PS2=] version of ''IIDX 11: RED'', with the ''exact same chart'' but with ridiculously small timing windows that make it quite hard to clear. Newer installments in the series now have the "GAMBOL Judge Hyper" and "GAMBOL Judge Another" EasterEgg codes, which allow you to use the tightened timing windows on ''any song at all''.

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** The GAMBOL AscendedGlitch in ''BeatmaniaIIDX'' ''VideoGame/BeatmaniaIIDX'' deserves a special mention. Originally, it was one of the easiest charts in the game, but a bug caused it to have much tighter timing windows than any other song in the game, making it easy to clear but extremely hard to score well on it. The song has since been "fixed" to use the standard timing windows with the same chart on Normal difficulty, but retains its Hyper difficulty with the bugged timing windows, as well as having an added Another difficulty chart in the [=PS2=] version of ''IIDX 11: RED'', with the ''exact same chart'' but with ridiculously small timing windows that make it quite hard to clear. Newer installments in the series now have the "GAMBOL Judge Hyper" and "GAMBOL Judge Another" EasterEgg codes, which allow you to use the tightened timing windows on ''any song at all''.
28th Jun '17 8:43:02 AM CurledUpWithDakka
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** In ''VideoGame/CastlevaniaPortraitOfRuin'', the castle has some tunnels half the height of Jonathan and Charlotte which must be negotiated with the Frog Morph spell. But the game has several unlockable characters who don't have that spell -- so some of them have hitboxes only one block high, allowing them to get through. It's bizarre to watch Old Axe Armor walking through a tunnel with half its body apparently inside the ceiling...

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** In ''VideoGame/CastlevaniaPortraitOfRuin'', the castle has some tunnels half the height of Jonathan and Charlotte which must be negotiated with the Frog Morph spell. But the game has several unlockable characters who don't have that spell -- so some of them have hitboxes only one block high, allowing them to get through. It's bizarre to watch Old Axe Armor walking through a tunnel with half its body apparently inside the ceiling...ceiling....



* ''VideoGame/TalesofEternia'' has downright ''terrible'' hitboxes on the enemies, especially compared to the rest of the series. One can be right next to an enemy, slashing away a dozen times, and only hit maybe once or twice while the other attacks go right through them, and if 2 or more enemies end up overlapping, the attacks will hit one enemy and not the others. However, the PC hitboxes don't have the same issues for enemy attacks, meaning that the enemies can easily interrupt your attacks, so keeping enemies in hitstun for long like in the other games is downright impossible.

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* ''VideoGame/TalesofEternia'' ''VideoGame/TalesOfEternia'' has downright ''terrible'' hitboxes on the enemies, especially compared to the rest of the series. One can be right next to an enemy, slashing away a dozen times, and only hit maybe once or twice while the other attacks go right through them, and if 2 or more enemies end up overlapping, the attacks will hit one enemy and not the others. However, the PC hitboxes don't have the same issues for enemy attacks, meaning that the enemies can easily interrupt your attacks, so keeping enemies in hitstun for long like in the other games is downright impossible.
9th Jun '17 1:38:21 PM LucaEarlgrey
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* In ''VideoGame/WanganMidnight Maximum Tune'', the cars' hitboxes extend infinitely along the Y-axis, so as to prevent one car from getting on top of another.

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* In ''VideoGame/WanganMidnight Maximum Tune'', the cars' hitboxes extend infinitely along the Y-axis, so as to prevent one car from getting on top of another.another (such as on jumps).
9th Jun '17 1:38:02 PM LucaEarlgrey
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* Unlike in previous games, ''Mario Kart 8'' had some bugs in regards to certain walls, fences, ramp sides, and barriers that previous games didn't have. The effects of this dissonance can vary depending on the surface, but players have found themselves stopped completely just by simply brushing up against the surface's side or when boosting, being thrown 90 degrees away from the surface's side. Items that are shot ahead often bounce off these sides back at the users even if the user fires them at an angle.

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* Unlike in previous games, ''Mario Kart 8'' ''VideoGame/MarioKart8'' had some bugs in regards to certain walls, fences, ramp sides, and barriers that previous games didn't have. The effects of this dissonance can vary depending on the surface, but players have found themselves stopped completely just by simply brushing up against the surface's side or when boosting, being thrown 90 degrees away from the surface's side. Items that are shot ahead often bounce off these sides back at the users even if the user fires them at an angle.angle.
* In ''VideoGame/WanganMidnight Maximum Tune'', the cars' hitboxes extend infinitely along the Y-axis, so as to prevent one car from getting on top of another.
4th Jun '17 8:25:36 AM Edvardelis
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* ''VideoGame/{{Fallout 4}}'' has the same issue as the two prior games. Bethesda improved the shooting mechanics by a large amount but didn't update the environments to compensate - your bullets run into invisible walls all to often.

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* ''VideoGame/{{Fallout 4}}'' has the same issue as the two prior games. Bethesda improved the shooting mechanics by a large amount but didn't update the environments to compensate - your bullets run into invisible walls all to too often.
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