And still nobody makes any effort to provide a reasonable, potentially measurable explanation as to
why they believe the hit detection is terrible.
For all I know it could be a combination of the placebo effect based on Classic's past terrible serverside HD, and the herd mentality.
So:
- Sword detection mechanism works by your client scanning other players for the sword animation.
- Sword hit box is 32 x 32 pixels, offset by the attackers direction in relation to their blocking body.
- Players blocking body is 32 x 32 pixels, and this is what must intersect with your opponents sword. Edge-on intersects are included.
- Each 5 frames of the sword invokes a hitbox check.
- The freeze time for slashing is 0.3 seconds, 0.25 seconds covering the whole sword gani.
- Recoil movement is 1 tile per frame, it lasts a total of 5 frames, starting from the frame you got hit (which can prevent you from visually seeing the intersect)
- Recoil movement sticks to wall, as opposed to sliding along it.
- Recoil blink lasts between 0.55 - 2 seconds. It can be lost by either slashing, or releasing a previously held arrow key.
- Swords are checked after losing blink, which means you can be combo'd.
As far as I know having spent a lot of time testing, this is how default works and what our new custom HD copies.
Am I missing something?