The Elder Scrolls IV: Oblivion Remastered

The Elder Scrolls IV: Oblivion Remastered

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Hitboxes are very bad, hope they fix them.
Simply put: Melee Attacks hitboxes are awful. I have spent a good hour testing attacks of many enemies (NPC, Goblins, Zombies, Ogres, Minotaurs, Rats, Wolfs, etc.) and I have noticed that they are all two to three times to length of the animation and model.

I began noticing this when I got the ability to dodge and that no matter how well I dodge (Before an attack, I am aware the dodge offers NO I-frames) I would still get hit despite how far I was from them. So I began testing and learned that my suspicions were correct.

So I'm just posting this to let people know in hopes that this will get the studio to fix this issue as it forces Melee to use block all the time, which makes Light Armour + Speed builds very bad as you'll still take damage and your armour is going to break very quickly due to the inability to get out of reach no matter what.

On a side note: This issue doesn't apply to the Player's attacks. Those are actually fine and they match the animations and weapon sizes pretty well.
Originally posted by Oh Captain:
You are very very right. dont let anyone who says otherwise annoy you. The hit or hurt boxes are so out of whack at times. It’s unbelievable. I have video proof of a skeleton hitting me with an iron maze. That is a good 2 to 3 times longer than it should be. Not a big deal if you plan on easy mode like these other guys but on master difficulty stuff like that gets really annoying because it’s no longer about quick dodging and fast reaction. It’s about jumping on top of a rock and shooting them with 200 arrows.
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Showing 1-15 of 19 comments
Andi Apr 27 @ 7:21pm 
i think the hitboxes are fine. the reason they always hit is because the enemies have pinpoint tracking. once an attack starts, it homes in on you.
Originally posted by Andi:
i think the hitboxes are fine. the reason they always hit is because the enemies have pinpoint tracking. once an attack starts, it homes in on you.
No it isn't that. I have a video recording of it. The tracking is normal, it's the same as 2006/OG Oblivion. The distance of it is not. You should be able to back away from melee attacks without much issue UNLESS the enemy has more speed than you and/or is doing a running attack.

My point is that they hit you no matter what you do unless you back away a good 2 seconds before hand, which leads to Sword and Shield being pretty much the best way to fight.

Currently, I am playing OG Oblivion playing as a Heavy Armor + Greatsword argonian and I can simply move backwards after getting a hit in and I only need to block if my enemy is very fast and aggressive or I have many enemies against me.

In short: Combat feels clunky in the Remaster despite the nice improvements to it.
Trvor Apr 28 @ 7:01am 
have you tried dodging or blocking instead of crying? hitboxes are still crisp
Originally posted by Trvor:
have you tried dodging or blocking instead of crying? hitboxes are still crisp
I have been blocking since the start of the game. My block is at 75 right now. I'm making an observation, not saying the Remaster is ♥♥♥♥. I have done nothing but play the Remaster since Day 1 release and I have been having a lot of fun.

Having fun doesn't mean I can't notice something wrong with the game.
https://www.youtube.com/watch?v=gekRSJ0N57k

Here is an example of bad hitboxes. (This one doesn't count towards the "You can't even back away from them" argument because zombies usually always lunge attack. It counts towards the hitboxes over reaching.)
Minic78 Apr 28 @ 8:57am 
dang i haven't tried it yet (i want to recreate the good ol days and play it with a friend on the couch the first time) but that's sad to hear. i love how much control and logic there is in the original. gauging movement of NPCs is fun and reliable thanks to the simple, aggressive combat AI and rigid animations. using that tiny bit of motion on a side/back power attack to avoid an enemy power attack and still get your hit in, really never gets old. not something you appreciate that much with the unmodded original game ofc, since there's no need to play well on lower difficulties, and damage sponginess on higher ones incentivizes cheese and ranged and stealth and summons and poisons, not melee

they really should've added 2 sliders for this. if someone on console wants the danger of getting two shot and at the same time still put down enemies fast, it's sad they have to wait for CC mods or however that works. no hate but i feel the existence of those, as well as gameplay patches, are something to be very critical of especially with a product as ambivalent as this. bethesda and this third party studio decided to remake instead of remaster, whatever they chose to call it. they didn't want to be a slave to games preservation, they wanted to be creative. but not too creative. a successor to oblivion would require a lot more than this required. right now they wanted safe return on safe investment and they got it. that's all great. congratulations + thank you providing a service and fun to many + here's hoping the money is well spent, and that we and they and everyone all live to see TES VI in good health amen. the problem is that, in order to defend the act of you putting your own mark to something beloved by many, you really have to do a complete reimagining so that it's clear to everyone that you're doing your own thing using a touchstone of pop culture as the motif. you have to make it clear you're not replacing the original. that your thing is for fans of the old to have a new thing to enjoy, and that it is meant to encourage new audiences to go back and appreciate the original and have it impact them they way it did for you. otherwise you end up having to praise the original through gritted teeth, forever. you have to hate everyone who finds reason to prefer or tell others that they prefer the original. because you've set your course and your lockstep as "the improved" version. you have to call your thing the same thing everyone remembers but better. you have to assert that you thought everything through and you preserved the spirit perfectly. everything that was not preserved was self evidently not part of the spirit. if only the original had someone like you with your wisdom and future knowledge and improvements, it would've been twice as popular. if you disagree then you're just nostalgic. you're just an outdated PC owner. you're just a bethesda seether. you're just a social media baiter or a whatever thing i can call you. you're not the original creator so shut up and stop appreciating they were a uniquely beautiful person who made a uniquely beautiful creation. why do they do this? well they have to eat and we are their wheat. they line up these wedges, these internet articles, these controversial changes, because that is the sun and soil. they want to feed their crop that extra little jolt of "sticking it" to the complainers all over the gaming sphere. to make liking or disliking oblivion more than liking or disliking a video a game. to make it a topic. to make it a news cycle. to fill the world with oblivion not through the merit of oblivion but through the mechanisms of social shame and approval. don't you hate those game hating guys my fellow gamers? they're the problem with gaming. games like oblivion aren't being made anymore because gamers are stupid and must be treated like cattle or else their evil majority will force the market to make evil games because they're bad people with a bad hobby that only we correctly educated beneficent few can turn towards good and away from bad and be more and more for good people and less and less for bad people. video games are not created by humans they are created by computers so why should they reflect us humans. no flaw is too load bearing, no gestalt is immutable, nothing will be missed if you simply excise the parts you don't like and make room for the new surgically enough, if enough people support your position, if enough is awarded you. there is no invisible spirit, only code to be refined and assets to be upsized and complaints to make a show of acquiescing to. everything must reach the largest market and everything must be hailed as progress. better to be lukewarmly received than to contend with extremes or failure, they want to tell you in 2025 it is better to be oblivion remastered than oblivion. it is better to lead a life assured in what you will inherit, rather than one that must inhabit time its own and discover within that new value. oblivion remastered taught me that the world isn't perfect but i think i'll get over it don't worry i'm just meditating like V sittin at the top of that morrowind city i forget the name of (didn't play) but you know how it is
Yea, some attacks have more range than what is visually conveyed to the player. I had more luck side strafing than moving backwards (works great on rats), at least before I got my speed up.
Gibbo Apr 28 @ 9:17am 
I think they're slightly off. Hitting those Will O Wisps is very difficult with target spells/weapons. They always were a swine though.
Originally posted by Gibbo:
I think they're slightly off. Hitting those Will O Wisps is very difficult with target spells/weapons. They always were a swine though.
Haha yes. I am glad they're still just as much of a pain as in the Original. Everything is going fine until your entire Magicka and Health bars just melt away within the next 2 seconds.
PhamTrinli Apr 28 @ 10:07am 
Me trying to head shot everything
*headless zombie appears*
Well played game, well played.
Originally posted by bigbiggaboo:
Yea, some attacks have more range than what is visually conveyed to the player. I had more luck side strafing than moving backwards (works great on rats), at least before I got my speed up.
That's what I try to do but I always find myself fighting in tight corridors or on awkward terrains like cliffs, hills or ruins.

I'm glad to have some confirmation about this. Usually, I just get bombarded with insults and negative complaints whenever I point out a problem in a game, despite me not saying anything bad against the game itself.

I still prefer the polished fighting and the added "combo" system. It's a change from the endless windmill of swords of the original.
I noticed in 3rd person the bow crosshair is way off shifted to one side away from where the arrow actually goes. But in first person i haven't had any issues that I've noticed.
★REM★ Apr 28 @ 10:09am 
Originally posted by A Literal Spider:
Simply put: Melee Attacks hitboxes are awful. I have spent a good hour testing attacks of many enemies (NPC, Goblins, Zombies, Ogres, Minotaurs, Rats, Wolfs, etc.) and I have noticed that they are all two to three times to length of the animation and model.

I began noticing this when I got the ability to dodge and that no matter how well I dodge (Before an attack, I am aware the dodge offers NO I-frames) I would still get hit despite how far I was from them. So I began testing and learned that my suspicions were correct.

So I'm just posting this to let people know in hopes that this will get the studio to fix this issue as it forces Melee to use block all the time, which makes Light Armour + Speed builds very bad as you'll still take damage and your armour is going to break very quickly due to the inability to get out of reach no matter what.

On a side note: This issue doesn't apply to the Player's attacks. Those are actually fine and they match the animations and weapon sizes pretty well.

Dont hope, they won't change mechanics, it was this on 2006 and they wont change it as "keep the old vibes and feel" is a priority.
Originally posted by ★REM★:
Originally posted by A Literal Spider:
Simply put: Melee Attacks hitboxes are awful. I have spent a good hour testing attacks of many enemies (NPC, Goblins, Zombies, Ogres, Minotaurs, Rats, Wolfs, etc.) and I have noticed that they are all two to three times to length of the animation and model.

I began noticing this when I got the ability to dodge and that no matter how well I dodge (Before an attack, I am aware the dodge offers NO I-frames) I would still get hit despite how far I was from them. So I began testing and learned that my suspicions were correct.

So I'm just posting this to let people know in hopes that this will get the studio to fix this issue as it forces Melee to use block all the time, which makes Light Armour + Speed builds very bad as you'll still take damage and your armour is going to break very quickly due to the inability to get out of reach no matter what.

On a side note: This issue doesn't apply to the Player's attacks. Those are actually fine and they match the animations and weapon sizes pretty well.

Dont hope, they won't change mechanics, it was this on 2006 and they wont change it as "keep the old vibes and feel" is a priority.

I don't want to start a war or a big angry argument. In my experience, the original, which I am playing at the moment as well as the remaster, the hitboxes aren't like this. Or at least not enough for them to feel very off.
I'm hopeful they'll fix/polish it a little more.
Yeah they expanded the hit boxes and it's very annoying since being able to dodge enemy hits was crucial in the old game especially at higher difficulties
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