There are so many issues with it.

  1. The collision is garbage. You’ll or your companion[s] will be attacking and get stuck inside of, teleported on top of, or pushed under larger enemies because your collision boxes end up overlapping during the attack movement and the engine can’t handle it. This makes the combat feel like it belongs in the TERA pre-alpha - I was there, I would know.

  2. The hitboxes are made by a hobbyist. Player hitboxes are super precise, where an invisible field around an enemy will prevent you from hitting larger enemies because the weapons don’t collide with them. Non-human enemies on the other hand vary from having decent hitboxes (wolves) to attrocious (giant crocodile, rotbranch, rubblenose, elephant) made worse by the “issues” with collision.

  3. Follower pathfinding is, at best, terrible. It’s made up for slightly by the fact they’ll leash to you after a certain distance, but even that isn’t enough in combat when they decide to get stuck walking into a rock while being hit by 10+ enemies they’re ignoring.

  4. Enemy models aren’t aligned with their hitboxes at all. This contributes to issue #2 but is also bad enough on it’s own in a game that’s trying so hard to be Dark Souls. Tell me you’re not being regularly hit by sweep attacks before they happen - I’ll call you a liar.

All this combines to make it feel like shit to play. This is single-player, too - there’s no lag or desync or anything else to blame here, this is all on the base game.

3 Likes

Yep, sums up the professionality of Funcom’s dev team

What do you mean? Those are not problems. That is why focused on stamina changes… :stuck_out_tongue:

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