Meleeing Souls Doesn't Claim Them

First time writing on the forum hi^^, dont be mad, but this is not a bug and the last one to prove that is total nosense sorry to say (you will never take that soul with that melee attack xD sry, you are not pointing the soul, they are shooting at it too, and you have to point it as if you wanted to shoot it eheh), if there is a problem in the netcode they will see this post and they will check if there is a problem. Don't think that you can take the soul just because it is in front of you, you have to aim it and it must be at a certain distance.
hi^^ the game itself displays me hitting the soul ehe. when somebody hits a soul, it is claimed!^^^! as you can see in the screenshots and clips, despite the melee attack impacting the soul, it doesnt claim it! sry eheh~! xD
 
Bugs can be replicated because it's an abnormality in the code. Which means if you fix the code, the issue goes away. That means that everytime you try this it should have the same effect. However I couldn't replicate the issue, which points towards it not being an issue with the code.
View attachment 13974
Here's somebody else replicating this bug in a sandbox. Where server desync is impossible.
 
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Here's somebody else replicating this bug in a sandbox. Where server desync is impossible.
Replicated this myself, though I've been able to replicate it the whole thread in any situation. Once again, shame on everyone.
 
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Bugs can be replicated because it's an abnormality in the code. Which means if you fix the code, the issue goes away. That means that everytime you try this it should have the same effect. However I couldn't replicate the issue, which points towards it not being an issue with the code.
View attachment 13974
why are you talking about code if youre not even a coder? this problem happens to me in real games and sometimes it makes me very angry because you lose several souls if you don't have ammo
 
This is a very strange mechanic, and in my opinion, it shouldn't work this way. The point is that the more you play, the better you understand the timings (how long it takes for a soul to fly out of a dead creep and how long the wind-up for a melee attack is). You combine these timings and use them. The game should ideally reward your skill progression, but instead, it seems to mock you by playing the hit sound and showing the visual effect, yet not registering the soul collection.

When I explain this to other players, I start getting irritated by their responses. Responses like: 'Just finish off the living creep, what's the problem?' or 'It's intentionally designed so you can't instantly finish off the soul.'

Then I think, do people not understand what it means to progress mechanically? If their answer is, 'Just finish it with an attack, don't worry about it,' or 'It's meant to stop tryhards.'
 

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Happened on this thread by chance - can confirm that I've had this happen several times as well, sound and everything.

(Feeling compelled to add that it's wild how two specific naysayers have responded to the whole thing lmao. It's literally there in the replays, it's not hard to grasp, let's just have it be pointed out as something to be fixed, which these forums are intended for)
 
I tried to replicate it in sandbox twice
First time I wasn't trying to aim at souls, exactly as in videos posted prior.
Second time I was trying to aim.

The first time I didn't get it 3/4 times.

View attachment soulMiss1.mp4
Second time when I tried to aim I was able to hit 50 in a row without any issues
View attachment soulMiss2.mp4
I think the real issue here is that hit sound effect and animation is played even when you miss.
 
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I tried to replicate it in sandbox twice
First time I wasn't trying to aim at souls, exactly as in videos posted prior.
Second time I was trying to aim.

The first time I didn't get it 3/4 times.

View attachment 20066
Second time when I tried to aim I was able to hit 50 in a row without any issues
View attachment 20067
I think the real issue here is that hit sound effect and animation is played even when you miss.
I'm pretty sure that the real issue is that if you melee the soul too quickly after it is produced, it can happen. when you aim first in the second clip, the souls have been out long enough that it's (usually? hasn't been for me at least) not a problem. also, the melee hitbox is very generous when it comes to hitting anything really. I guess there might be some intended, separate check for how accurate you are with meleeing souls specifically that I'm unaware of
 
I tried to replicate it in sandbox twice
First time I wasn't trying to aim at souls, exactly as in videos posted prior.
Second time I was trying to aim.

The first time I didn't get it 3/4 times.

View attachment 20066
Second time when I tried to aim I was able to hit 50 in a row without any issues
View attachment 20067
I think the real issue here is that hit sound effect and animation is played even when you miss.
That is not the cause of the bug.
 
I've had this happened as well in matches.

It mostly happens when I am pushing a lane and the enemy kills one of my creeps while I am out of ammo, then I would wait for it to pop the soul and right when the soul pops I would melee to steal it. I hear the melee sound, I see that I hit it but it doesn't get claimed and the enemy proceeds to shoot it getting that soul.

It definitely feels like it happens when you try and melee the soul a tad to early to make sure you secure it. But the orb is fully spawned before i press my melee button.
 
That is not the cause of the bug.
I'm not trying to say it's the cause, but it can explain a lot of clips posted in the thread.
What my post proves is that hit animation and sound can sometimes be played even when you don't actually hit the soul. You can't rely on sound or animation (even in replays, which are server-side) to claim that you hit it, as you've done a couple of times in this thread
notice the white sparks signalling the soul should be gone
go frame by frame you can see the hit effect of me hitting the soul
Of course, the animation should only play when you actually hit it, and there's no doubt it's a bug that needs to be fixed.

However, my previous post doesn't explain some clips like this one
Where player was actually aiming directly at the soul.
1727347269757.png1727347116866.png

I don't know what happened there. My best guess is that the soul was on the very edge of the quick melee range, and because it doesn't travel directly upward, it was slightly out of range, but the animation and sound still played.
 
I'm not trying to say it's the cause, but it can explain a lot of clips posted in the thread.
What my post proves is that hit animation and sound can sometimes be played even when you don't actually hit the soul. You can't rely on sound or animation (even in replays, which are server-side) to claim that you hit it, as you've done a couple of times in this thread


Of course, the animation should only play when you actually hit it, and there's no doubt it's a bug that needs to be fixed.

However, my previous post doesn't explain some clips like this one
Where player was actually aiming directly at the soul.
View attachment 20244View attachment 20243

I don't know what happened there. My best guess is that the soul was on the very edge of the quick melee range, and because it doesn't travel directly upward, it was slightly out of range, but the animation and sound still played.
Nope. Your theory is not consistent with the bug. It's useless to discuss this, let the developers figure it out and fix it.
 
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After a lot of testing, I can say that soul orbs are actually claimable only after a very short delay (maybe about 0.1s) after it spawns/forms. This bug happens when you hit a soul orb after it spawned but before it is claimable. You can even reproduce the bug with guns. It is just much more noticeable with melee hits because of the sfx and vfx.
 
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