The Thresh hook. Which one is correct? Look at picture.
So I was wondering about Thresh hook's hit box. This doesn't change that much but I still think it's good.
So I was wondering about Thresh hook's hit box. This doesn't change that much but I still think it's good.
The latter
but if u think about it the whole thing would be as big as the end oon the 2nd one cause the whole hook part is going so then it would just be completely big
So call me the gravedigger, but no one seems to care about my post on thresh broken hit-box. Idk if it was this bad back then, but to currently answer your question. it is neither. Take picture two, and multiply it by two. http://s648.photobucket.com/user/chuvachuva603/media/Thresh%20Hook%202%20lol_1.png.html?sort=3&o=3
So call me the gravedigger, but no one seems to care about my post on thresh broken hit-box. Idk if it was this bad back then, but to currently answer your question. it is neither. Take picture two, and multiply it by two. http://s648.photobucket.com/user/chuvachuva603/media/Thresh%20Hook%202%20lol_1.png.html?sort=3&o=3
You dont seem to understand that it is, in fact, a BOX. Its not called a hitbox because it follows the model perfectly, its called a hitbox becuase theres a collision box around the model.
In the image you just posted the Gnar would get hit because the corner of the hit box JUST nicked him. Its very important to have good collision boxes that are bigger (slightly) than the model, otherwise you run into the shen problem of it being extremely hard to land and requireing over compensation to use.
You dont seem to understand that it is, in fact, a BOX. Its not called a hitbox because it follows the model perfectly, its called a hitbox becuase theres a collision box around the model.
In the image you just posted the Gnar would get hit because the corner of the hit box JUST nicked him. Its very important to have good collision boxes that are bigger (slightly) than the model, otherwise you run into the shen problem of it being extremely hard to land and requireing over compensation to use.
Ah, I realize I didn't specify. The hook going down the middle of the lane is the hook the Thresh threw. That is an image of the exact frame that the hook is starting to disappear and reappear roughly 20-35 units to the left of where the hit-box should've ended. My character was clearly WAYYY outside the hitbox, even to the standards of OP's second image. I could go into paint and draw a little square around it like OP did and it would maybe be more clear how far away from the actual hook I was when I was hit by it.
Ah, I realize I didn't specify. The hook going down the middle of the lane is the hook the Thresh threw. That is an image of the exact frame that the hook is starting to disappear and reappear roughly 20-35 units to the left of where the hit-box should've ended. My character was clearly WAYYY outside the hitbox, even to the standards of OP's second image. I could go into paint and draw a little square around it like OP did and it would maybe be more clear how far away from the actual hook I was when I was hit by it.
You still dont seem to understand the concept of hit boxes. Collision works on everything that collides... Including champions. The collision box of the hook nicked the collision box of the karma, which results in a successful hook. Your situation is not one of "hitbox to big rito!" its one of collision boxes being JUST wide enough to make the models look like they dont hit. Keyword there; the MODELS were far enough away that in your mind it was "close but safe" - the hit boxes, invisible as they are, were JUST close enough that they touched.
You still dont seem to understand the concept of hit boxes. Collision works on everything that collides... Including champions. The collision box of the hook nicked the collision box of the karma, which results in a successful hook. Your situation is not one of "hitbox to big rito!" its one of collision boxes being JUST wide enough to make the models look like they dont hit. Keyword there; the MODELS were far enough away that in your mind it was "close but safe" - the hit boxes, invisible as they are, were JUST close enough that they touched.
I understand exactly what you are saying. I'm saying that first of all, I'm playing vayne. Not karma or gnar. Please don't tell me that I don't know how hit-boxes work. I understand exactly how hitboxes work, and I also understand that since i was actively moving in the opposite direction my hit-box probably registered a few units closer to that hook. But even with all that in mind, the distance between the character and the hook is absolutely too great. Just because "it is" doesn't mean "its right." Just because they were close enough that they touched doesn't mean that's a proper hit box. I don't really understand what you are even trying to argue anymore. That hit box, whether it is Vayne having a static hitbox shortly after tumbling, or thresh hook having too large a hit box, needs to be looked at.
https://puu.sh/wQRrT/9727c2e921.jpg here is a similar picture posted a while ago when they reduced the hit box on lux ult. The character that got hit (can't tell who the character is) was roughly the same distance from that beam, that I am from the hook. And I'm sure you would've said the same thing "you dont understand blah blah, the invisible hit boxes connected blah blah" well yep you would've been right. The invisible hitboxes did connect, and ya know what, low and behold the invisible hitbox was too big. So again, idk what you are trying to argue, if anything you are helping me make my point.
I understand exactly what you are saying. I'm saying that first of all, I'm playing vayne. Not karma or gnar. Please don't tell me that I don't know how hit-boxes work. I understand exactly how hitboxes work, and I also understand that since i was actively moving in the opposite direction my hit-box probably registered a few units closer to that hook. But even with all that in mind, the distance between the character and the hook is absolutely too great. Just because "it is" doesn't mean "its right." Just because they were close enough that they touched doesn't mean that's a proper hit box. I don't really understand what you are even trying to argue anymore. That hit box, whether it is Vayne having a static hitbox shortly after tumbling, or thresh hook having too large a hit box, needs to be looked at.
https://puu.sh/wQRrT/9727c2e921.jpg here is a similar picture posted a while ago when they reduced the hit box on lux ult. The character that got hit (can't tell who the character is) was roughly the same distance from that beam, that I am from the hook. And I'm sure you would've said the same thing "you dont understand blah blah, the invisible hit boxes connected blah blah" well yep you would've been right. The invisible hitboxes did connect, and ya know what, low and behold the invisible hitbox was too big. So again, idk what you are trying to argue, if anything you are helping me make my point.
Lux's ult hitbox has always been fairly large because its a huge beam of light. Also, from that image.... Nothing can be gained from it because theres no specific or pertinent information. In fact, that image could be used moreso as proof of the river height being a problem as the game is actually 3-dimensional and not flat like we perceive it.
Further, im going to continue to insist you dont understand how hitboxes work because youre complaining about hitboxes interacting at their furthest possible distances, which is perfectly fine and reasonable. A miss should be a CLEAR MISS and not an ultra close near miss. What you see as a problem would be EVEN MORE of a problem if it wasnt how it is.
It's a projectile. The hit box isn't connected to Thresh, it's a large rectangle surrounding the end. The chain is just a graphic.
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I understand exactly what you are saying. I'm saying that first of all, I'm playing vayne. Not karma or gnar. Secondly, here is a picture of squares drawn around the thresh hook. The amount of extra space needed is wayyyy too much. If you want me to attempt to draw a hit box around my character too its just as easily shown that one or the other is extended too far out. Please don't tell me that I don't know how hit-boxes work. I understand exactly how hitboxes work, and I also understand that since i was actively moving in the opposite direction my hit-box probably registered a few units closer to that hook. But even with all that in mind, the distance between the character and the hook is absolutely too great. Just because "it is" doesn't mean "its right" That hit box, whether it is Vayne having a static hitbox shortly after tumbling, or thresh hook having too large a hit box, needs to be looked at.
https://puu.sh/wQRrT/9727c2e921.jpg here is a similar picture posted a while ago when they reduced the hit box on lux ult. The character that got hit (can't tell who the character is) was roughly the same distance from that beam, that I am from the hook.
Yes because its very easy to see what champion that is when the picture is small and looks like karma due to the thing above its head.
Hit boxes are almost NEVER to the exact size of the model because thats not fun and leads to "ultra near misses" instead of proper whiffs. Again, when hit boxes are the same size as the model you get problems like shens dash and warwicks ult where its VERY easy to miss unless you compensate heavily. Youre complaining about a non-issue because you CLEARLY dont understand how hit boxes work despite telling us you do.
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OK HOLY CRAP. I feel like i'm arguing with a right or left wing extremist. Things are not so black and white. OBVIOUSLY.... im not saying "omg, it didn't look like it hit me, so it shouldn't of hit me." If you can quote me saying that or something like that, I will stop thinking you have clearly adopted the use of fallacies in your everyday arguments. Anyways idk how many different ways i can say that I CLEARLY understand that hit boxes are invisible and extend out slightly from the model of the character or ability. Should I say it again? or did you understand it that time? So... moving on... hopefully.... With that in mind, does that mean that if they extended the hit box out 4000 units so that you could hook someone in the dragon pit by throwing your hook at bottom t2 tower that would be ok. Because hit boxes extend out from the models and are not directly relative to the size of the visual you are seeing. OK im pretty sure we can both agree a definite NO on that one. That said, imagine that my argument is like that but on a reasonable level. The hit box from either the thresh hook, or my character model is clearly extending out TOO far from the model. You could fit an entire extra hook in between me and that hook that hit me. A hit box should not be 200% of the size of the visual. I think we can agree on that. or maybe. idk tbh after hearing some of your attempts at logical discussion.
Ya know what. If you want to prove youre right, why dont you? Instead of insulting someone who doesnt agree with you. Go grab a script that shows you hit boxes. Do some tests with it. Prove your point. Because honestly - i dont know hit boxes (hidden information as it is). Google says that Vayne has a larger than average hit box and her tumble hit box only moves when it ends, but those are old posts so im not sure of their reliability.
Ya know what. If you want to prove youre right, why dont you? Instead of insulting someone who doesnt agree with you. Go grab a script that shows you hit boxes. Do some tests with it. Prove your point. Because honestly - i dont know hit boxes (hidden information as it is). Google says that Vayne has a larger than average hit box and her tumble hit box only moves when it ends, but those are old posts so im not sure of their reliability.
No dude, it's just extremely frustrating when the opposing argument starts and ends with an insult to your intelligence each and every time. It does not encourage friendly discussion or debate and will generally constitute the exact response I have given you.
No dude, it's just extremely frustrating when the opposing argument starts and ends with an insult to your intelligence each and every time. It does not encourage friendly discussion or debate and will generally constitute the exact response I have given you.
Youve given me no indication you understand hit boxes despite saying you do is the thing. Your entire argument hinges on "BUT IT MISSED" when clearly it didnt - hit boxes still collided. A quick google search provides several reasons why it connected, none of them being "THRESH HOOKBOX TO BIG RITO". You know what those reasons are?
I can say i understand how plasma happens all i want, but if i insist that i can make plasma with an unprepared marshmallow and a standard consumer microwave people are going to question whether or not i understand plasma.
Youve given me no indication you understand hit boxes despite saying you do is the thing. Your entire argument hinges on "BUT IT MISSED" when clearly it didnt - hit boxes still collided. A quick google search provides several reasons why it connected, none of them being "THRESH HOOKBOX TO BIG RITO". You know what those reasons are?
- Vayne hitbox is larger than it should be in comparison to model size
- Tumble hit box might not move until vayne completes the tumble ( Vaynes hit box being larger than it should be is plausible. Tumbles hit box not moving with vayne is old, but also fairly probable although i wouldnt put stock in it.)
I can say i understand how plasma happens all i want, but if i insist that i can make plasma with an unprepared marshmallow and a standard consumer microwave people are going to question whether or not i understand plasma.
You have given me no proof that you understand hit boxes either in that regard. If you automatically distrust anything I have to say then why ask in the first place? I never said "it missed" I said multiple times it wasn't the fact that it just missed visually, it was the distance that it missed by that was my issue. Had my character been maybe 15-20 units to the right, it still would've missed visually, but I wouldn't be bringing it to the forums, due to my understanding of hit-boxes. My qualm was with the extent that it missed by, not just the fact that "it missed." And re-reading your post, I guess you assumed I was like a 5 year old? or what? (Idk if this is it, I kind of assume everyone is an idiot too, but I at least give them a chance, maybe you should try the same). I obviously see that it "technically collided with hit-box," or else it wouldn't of landed and I wouldn't of died a miserable death to Miss Fortune ult.
And I will say, you very well may be right on that, it might be a matter of Vayne's tumble not properly registering her hit box's movement in sync with gameplay. It could also be that the specific soulstealer skin I was using had a faulty hit box. Or Vayne having an extremely large hit-box. Though it just seems odd that I can have over 2 million mastery points with Vayne on 3 different accounts and have never seen anything this absurd hit me. I realize that it could be one of many things, and in that light, I was wrong to immediately mention Thresh hook being the problem. I think I did it to relate to this post. But you are right in that regard, it probably isn't the Thresh hook that's the problem at all. But while I can't pinpoint the catalyst with the resources available to me, I can at least deduce that there is a problem. And that's all I really wanted to point out initially.
I see you are a practical person, so let's take your analogy about plasma and actually apply it to this situation correctly. Lets say you have no idea what phosphor is or how a plasma affects it. Let's say you then buy a plasma screen TV, a month later you notice an image has left a "mark" commonly known as a "burn-in" or "screen burn." Did you really need an extensive knowledge of what plasma was or how it works, or how it reacts with the luminescent phosphor molecules in your TV to understand that something is wrong? Probably not, unless you were blind. Your analogy didn't work because I am simply stating there is a problem. Not claiming to know the solution. And also the word "understand" leaves a little room for ambiguity. I may not know how to code a game as complex as League of Legends, and therefore my understanding of hit-boxes is limited to an understanding of what they are and the basics of how they function (making a set of dimensions 2d or 3d and setting conditions based upon whether an ability enters those dimensions or not). But that doesn't mean I can't pinpoint an issue if I see one.