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Riot, there is no excuse for your poor hitbox and animation sync

Zabam··54 votes·4,650 views
How fucking hard is it to line up animat...

Obviously this is just one example but we've all been there, with the snapping animations or abilities that simply didn't hit/should've hit doing the opposite. I understand that the weird camera angle can cause some issues but stuff like this is just excessive. Your coders are lazy Riot, and frankly there is no excuse for stuff like this.

76 Comments

Enosetc36 votes
MisterShameless6 votes

I can see it becoming a "to be continued" meme. https://youtu.be/5Fzf34MHG1o?t=6

Someone make it happen!

Melledoneus5 votes
morris110 votes

https://www.youtube.com/watch?v=6mlWRo8rhq4

EDIT: Ninja'd by Melledoneus (heh). still keeping it

Enosetc4 votes

underrated post

Sir Fuzzi1 votes

I had no fucking idea why this was funny because it looked like Amumu clean goddam missed.

Then I clicked OP's video.

Weathered1 votes

Your F.E.K. icon works perfectly.

AcidTheWarlock1 votes

Lol I know this is off-topic but I searched "fek" cuz I forgot what it was and it turns out fek is some furry porn flash game creator, like wtf mate

[zombie-brand-mindblown]

The Deckowner28 votes

Can't be more BS than Fizz R.

Max range fizz R looks exact the same as melee range ones, but the actual hitbox is about the width of a graves Q.

CookyPrince1 votes

To be fair if it were that way it'd be hard to dodge and probably nerfed. The long range fizz ult is meant tobe hard to hit but rewarding

Blackstone012 votes

Or maybe have the projectile match the hitbox?

Face The Lewd26 votes

"Oh it's just your hitbox size, not the ability" "Oh it's your ping" -Riot apologists

Supreme Senpai6925 votes

Happens a lot but saying Riot's coders are lazy is just really ignorant and salty

EROTIC RAID BOSS5 votes

its just what happens when the edges of 2 hitboxes barely meet.

Pierce The Veal3 votes

[{quoted}](name=Revan Senpai,realm=NA,application-id=3ErqAdtq,discussion-id=XYa2I6E3,comment-id=0007,timestamp=2016-11-18T04:30:09.985+0000)

Happens a lot but saying Riot's coders are lazy is just really ignorant and salty

Eh. Riot coder's aren't lazy, all of Riot is.

Hello I am Bird2 votes

Elementalist Lux is the most lazy skin I've ever seen.

Pierce The Veal1 votes

[{quoted}](name=Hello I am Bird,realm=NA,application-id=3ErqAdtq,discussion-id=XYa2I6E3,comment-id=000700010000,timestamp=2016-11-19T00:30:40.455+0000)

Elementalist Lux is the most lazy skin I've ever seen.

It literally is yes.

It takes absolutely no effort to program that or make that. By far Pulsefire ezreal must have been 3-5 times harder to make at the very least, if not 10s of times.

Hello I am Bird1 votes

It takes effort to make a skin. In general. To recolor the texture, to remake the particles and models. Now imagine doing that ten times over and coding a way to change in between them. I'd say that it took more work and more imagination than it took to create "High tech ezreal that changes models at different points in the game"

Pierce The Veal1 votes

[{quoted}](name=Hello I am Bird,realm=NA,application-id=3ErqAdtq,discussion-id=XYa2I6E3,comment-id=00070001000000000000,timestamp=2016-11-19T21:07:22.278+0000)

It takes effort to make a skin. In general. To recolor the texture, to remake the particles and models. Now imagine doing that ten times over and coding a way to change in between them. I'd say that it took more work and more imagination than it took to create "High tech ezreal that changes models at different points in the game"

I know what it takes to program such a thing.

I mean, we don't have anything extremely concrete, but currently all the lux does is change the color of her base skin and her abilities. Recoding that is really fucking easy. You do it once and you're basically done after just changing the RGB code. At worst they'd have to make sure the colors all look nice/work well, though just a change in color will basically never cause bugs to pop up. Having the model switch out for another one is something that is muh harder to code, as it is muchc more likely to break, especially vonsidering the game probably wasn't built around champion's changing their model's midway through the game. As someone in the CS field, I can see completely how much harder Pulsefire exreal would be to make than this Lux skin.

Xintium1 votes

Answering to both DracoMTA and Hello I am Bird.

I don't know exactly what it takes to program a skin, but I can more or less understand "hard" cases. However, I think (and hope) that models and hitboxes are coded separetely (barring spaghetti code). The bugs discussed here are clearly in the hitbox/animation not being "synhcronized". When the bug, however, is on the base model, like Ekko Q or Amumu Q... well, that's just not excusable.

If a color change (or texture change, for that matter) causes bugs, then congratulations! That's spaghetti code at its finest.

Pierce The Veal1 votes

{quoted}

Answering to both DracoMTA and Hello I am Bird.

I don't know exactly what it takes to program a skin, but I can more or less understand "hard" cases. However, I think (and hope) that models and hitboxes are coded separetely (barring spaghetti code). The bugs discussed here are clearly in the hitbox/animation not being "synhcronized". When the bug, however, is on the base model, like Ekko Q or Amumu Q... well, that's just not excusable.

If a color change (or texture change, for that matter) causes bugs, then congratulations! That's spaghetti code at its finest.

Please don't use the term spaghetti code without actually having the necessary background in coding to understand what that implies. Anyway, models and hitboxes are in fact coded separately. Unless they actually mess up in the implementation, there should be no problems with "spaghetti code." I see very little reason why RGB code and some image files would be used in actual gameplay. Can it break? Yes certainly, just like how any other skin can break, but it's not going to have that much higher of a chance of breaking than any other skin.

Bakc to spaghetti code. Spaghetti code is basically code that causes more problems the more you try to fix it. Imagine a sort of unopenable knot where if you tug on one piece of the string to get it loose you end up making everything worse because everything else is tighter. Don't get me wrong, Rito has tons of spaghetti, but I think that on the skins end they've got it worked out.

Xintium1 votes

{quoted}

Please don't use the term spaghetti code without actually having the necessary background in coding to understand what that implies. Anyway, models and hitboxes are in fact coded separately. Unless they actually mess up in the implementation, there should be no problems with "spaghetti code." I see very little reason why RGB code and some image files would be used in actual gameplay. Can it break? Yes certainly, just like how any other skin can break, but it's not going to have that much higher of a chance of breaking than any other skin.

Bakc to spaghetti code. Spaghetti code is basically code that causes more problems the more you try to fix it. Imagine a sort of unopenable knot where if you tug on one piece of the string to get it loose you end up making everything worse because everything else is tighter. Don't get me wrong, Rito has tons of spaghetti, but I think that on the skins end they've got it worked out.

First, I do have the necessary background in coding and you are wrong in assuming I don't. Second, you cannot assume that they did not mess up implementation - we already have many, many examples of bugs made by Riot (which can exist due to bad implementation) and I clearly don't see why skins should magically be immune to it.

"Spaghetti code" is a colloquial (non-formal) term to describe a type of bad source code which has a complex, entangled control structure. I used it informally and in a slightly broader sense (the only way it should be used, since it is not a technical term), but this does not mean that I do not know precisely what "spaghetti code" refers to.

Pierce The Veal1 votes

{quoted}

First, I do have the necessary background in coding and you are wrong in assuming I don't. Second, you cannot assume that they did not mess up implementation - we already have many, many examples of bugs made by Riot (which can exist due to bad implementation) and I clearly don't see why skins should magically be immune to it.

"Spaghetti code" is a colloquial (non-formal) term to describe a type of bad source code which has a complex, entangled control structure. I used it informally and in a slightly broader sense (the only way it should be used, since it is not a technical term), but this does not mean that I do not know precisely what "spaghetti code" refers to.

The issue with that is that everyone begins to use "spaghetti code" as a term regardless of what the actual case or issue is. While it isn't a technical term, it isn't a term taht should be used at leisure like that.

Xintium1 votes

{quoted}

The issue with that is that everyone begins to use "spaghetti code" as a term regardless of what the actual case or issue is. While it isn't a technical term, it isn't a term taht should be used at leisure like that.

You should blame Riot for that. Anyway, the main issue is that, if skins and hitboxes are coded separately (and properly implemented), how can a skin (e.g. Dunkmaster Darius) have a different hitbox on E skill than base skin?

Some skins (e.g. Gragas) had different clickable areas (I think this was fixed in S5). Again, how can this happen?

Ultimately, this is just bad code and laziness.

Death Recap was (and still is) infamously regarded as the epitome of bad coding (e.g. Flash, a non-damaging summoner's spell, dealing true damage to yourself, or sometimes a champion non-present in the game dealing random damage to you). It was so flawed that it's a joke and a RNG (Random Number Generator) would be, on average, more accurate.

Fortunately, now it seems more or less reasonable.

Pierce The Veal1 votes

{quoted}

You should blame Riot for that. Anyway, the main issue is that, if skins and hitboxes are coded separately (and properly implemented), how can a skin (e.g. Dunkmaster Darius) have a different hitbox on E skill than base skin?

Some skins (e.g. Gragas) had different clickable areas (I think this was fixed in S5). Again, how can this happen?

Ultimately, this is just bad code and laziness.

Death Recap was (and still is) infamously regarded as the epitome of bad coding (e.g. Flash, a non-damaging summoner's spell, dealing true damage to yourself, or sometimes a champion non-present in the game dealing random damage to you). It was so flawed that it's a joke and a RNG (Random Number Generator) would be, on average, more accurate.

Fortunately, now it seems more or less reasonable.

Yeah I guess.

Also nobody's ever gonna defend death recap lol.

TheChaoticSwede7 votes

It's threads like these that make me wish I had a montage video of literally every single time I've laned against a blitzcrank and get grabbed by his hand even though I was clearly not even near it.

Morgana has a giant fucking hitbox too and it's legitimately frustrating when people say "Just dodge it." when I can't even tell where the hitbox for these moves are half the time.

Steelflame3 votes

Bonus points for Blitz is the I-Blitz skin. That skin is legit play to win, because it even removes/shortens the wind up animation for the grab so you have even less time to try and react.

Muddafragot6 votes

"As long as I position myself behind this wall of minions, Blitz won't be able to hoo-AAAAAND THERE IT IS, hooking me BEHIND the goddamn minions."

Draaaaaavéééééén6 votes

10/10 happens everytime when im against , EKKO , LUX, AMUMU , BLITZ

Enlegacy9 votes

Ekko q was bugged, they fixed it 3-4 patches back i think.

The others are bullshit.

Draaaaaavéééééén1 votes

{quoted}

Ekko q was bugged, they fixed it 3-4 patches back i think.

The others are bullshit.

oh cool, never knew because nobody is playing him against me.

rtbf761092711 votes

ya right when it came back in the other direction, the hitbox like grew really fast and shrunk back to the expected size. So if you were standing to the side, the hitbox would like pop out and hit you.

GULAG 4 U1 votes

dat why I play yi, can't touch the untargetable lul

Who Feeded You8 votes

That E actually hit, but League's coding makes everything hook to center point of model, hence it looked so weird. If slowed down a lot, then you could see that the hitboxes met (note hitboxes in League are square).

Oh, also, it's quite nice how LB got minionblocked for few seconds right there. That's a bigger issue in the given case imo.

Gnart Even Close1 votes

i thought the ability has a rectangle hitbox and champions have circle hitboxes? that ability did barely hit tho, it looks a bit weird in that case because of camera angles. it does touch the hitbox at her feet

Who Feeded You1 votes

no, everything is square. Rito has some pretty bad logic implemented in the game and code.

Pacattack254 votes

[{quoted}](name=Dead Mans Chest,realm=NA,application-id=3ErqAdtq,discussion-id=XYa2I6E3,comment-id=000a,timestamp=2016-11-18T06:13:18.725+0000)

Uhhhhh...

https://m.youtube.com/watch?v=PBYbFjfcK8g

Dat sneeze made it happen :p

IsoVhell3 votes

Yeah that was no where close to you!

Gnart Even Close3 votes

I mean, it's not as easy as you're making it out to be, but this should be a much bigger priority to fix than it is. I would rather have this and creep block fixed than get class reworks.

DeathBot6663 votes

You're playing Heimerdinger .

You deserved it.

/s

Troy2426212 votes

Lux Thresh Blitzcrank Morgana

WhaiiSoSerious2 votes

LOL@THAT HAHAHAHAHAHAHA! Made my day especially your reaction. Thanks for posting!

The amount of times that has happened to me.. oh boy.

Someone make this a gif.

Cavemantero2 votes

Morgana lol wut?

Choaru1 votes

^

KVbqbFsC8e2 votes

Its a problem that has existed forever that has been ignored forever. The best is when Thresh is played in the LCS and they show a slow motion replay of his hook clearly missing but none of the casters will point it out.

Marshbouy1 votes

I hate to break it to you but it's just camera angles. Hitboxes are at the feet of the champion, so it was a lot closer than it looks. That being said amumu's bandages are a bit too small for his actual hitbox.

Arakadia14 votes

http://puu.sh/sm4Ec/b6ab4ee5b9.jpg

Doesn't look like it hit.

Cowseed1 votes

It hit, bruh. I think it's the way the donger walks. He was tilting to the left at time of impact which made it appear to be further away than it actually is. An example of this would be the MonkeyKing dance. When he dances his character model goes waaaaaay further than his hitbox is.

Zabam2 votes

That might be a viable explanation if it didn't have that huge snap at the end. If there is a snap at all it shouldn't have hit to begin with.

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