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There is definitely something/'hit lag' there .. but it's not latency related.
Given D2 offline single player has it is probably something like the calculation whether you are hit occurs at the start of the attack .. then there is a slow 'post' animation that you are trying to dodge .. then the damage/effect occurs when the animation completes.
What would be better is if the monster decides to attack, it does a pre-animation allowing you to move .. then the actual attack occurs at some point during the animation.
I actually didn't notice it when I play the Beta .. it's not an issue for me.
Also, I guess this goes to show is that an offline ability would make no difference for this type of lag.
As an Aussie, that lag is normal gameplay in WoW.
I was gonna say that you'll get used to it, but in reality, I think it's more that I accepted it because I had no other choice and that it was an MMO. It'll be interesting to see how this develops with D3.
@yovargas
Bummer, seems like we are in the minority when it comes caring about this issue.
@jumpmonkey
I'm getting 60-120msec. I just recorded a new video with skeletons and my latency started at 60ms and worked it's way up to 98ms after the "fight" (me just running around the pack of skeletons). I'm going to spend more time making video of hit lag, checking my latency during the video and try different mobs.
Again if you play the beta slowly, and nuke all the mobs before they come close you will never see this hit lag. I bet the mid/end bosses have a completely different way of calculating hits so you can more easily dodge the animation and thus avoid the hit.
I think in the perfect Diablo there would be no hit lag. With Torchlight 2 coming out soon, it will provide a perfect opportunity to test for hit lag in a similar game.
I do see it slightly but not nearly the distance your video shows. I just can't reproduce the same results.
Just curious, what resolution and refresh rate are you using?
@MauriceBastard
Seems like I missinterpeted what you meant by hit-lag, (couldn't watch video, was at work) sorry
Looks like it has to do with that an attack is calculated as you come in range of the monster, and in this moment its calculated if it's a hit or not aswell regardless of where the playercharacter is. This combined with a slow attack animation... the D2 'yeti' type monster has a faster animation and thus the character isnt as far away at the moment of impact and thus it doesn't look as horrible as in the D3 Beta example.
You would probably have to finetune each monsters attack to take into consideration the player character range as the "hit" from the monster actually hits, wich is why it is how it is..? Just my guess.
This would allow a fast enough character to run through any dungeon and never get an attack landed on them though. Running through large packs of monsters is supposed to get you killed.
It was a conscious decision on Blizzard's part to decide if attacks connect or not with the start of the attack animation (part of Starcraft II's micro is the ability to dodge attacks by maneuvering away from enemies before the attack animation finishes, thus preventing damage from being taken). It would be nice if there were exceptions to this, like the Harvesters or any other monster with a purposefully slow attack. If you check out the old footage against the Siege Beast, it's definitely possible to avoid some of its attacks via movement.
The responsiveness of a combat system is a key parameter in terms of how well I like it. When there is a disparity between what seems to be happening on the screen (due to user input from keyboard/mouse) and the actual events, then that's a major concern to me.
It does seem like it could just be a problem with long attack animations and how hits are calculated. If you're in range when the animation starts it may not matter where you are when the animation finishes.
Though I can see how this would get annoying I can't imagine it'll be a big problem gameplay-wise. If I'm a ranged fighter I don't plan on getting in range and if I'm melee I don't plan on trying to kite. Abilities, leech and damage will be the primary ways I avoid dying.
Then expect to die a lot. Ranged fighters always get sucked into melee, it's inevitable. Many times you have to walk into range just to progress the game. And no tank can stay in melee forever, you always have to kite sooner or later. Perfect examples in D2 include Duriel in Act 2, and a Barb trying to get through the Chaos Sanctuary in Act 4. A tele Sorc could do a pretty good job on Duriel but no ranged classes have a spammable movement skill in D3.
Anyway, these hit animations look bad. I noticed this kind of thing in WC3, and they've been getting worse with every new Blizz game. They need to either speed up the attack animations, or slow down the impact calcs, or a little of both. It's getting to the point where your character will die before the enemy has even raised their sword.
LOL, nevermind, I just looked at those videos, the game's at that point now. WTFH IS THIS BULL, that fat thing only has to be in RANGE to damage your character, it doesn't even have to do an attack animation. Man, this's serious F'ed up. Does ANYTHING work right in this game!?
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