SyncError has posted the following message regarding hitboxes:
"Okay, kinda big breaking disappointing news of sorts. We just got done with some of the hitbox testing. Things do not look good. Reducing the hitboxes causes a slew of clipping errors both in multiplayer and singleplayer. In multiplayer it causes adverse effects on player collisions with the map and others -- in single player it pretty much just breaks most of the maps causing you to get places you shouldn't, and then getting stuck until you go to the console to quit or noclip yourself out.

Then there's the other whole issue. I went over this with serveral here, but Tim showed us the numbers and hitboxes for all the Quake games. Its literally the same box, size, positioning and with similiar relations to world collisions. The box isn't any larger than it was in Q3, we're all just better railers. Now reducing the box would make it more difficult to hit and would once again balance our high rail percentages out, but it can't be done without breaking much of the game. The conclusion in the end was that if people really are getting that much better at games than in future FPS they'll try to reduce the hitbox size, but on a game that's already been built around those numbers its causing too many errors to go back and change now.

In the end, everyone else here feels that no one has an advantage over another play and so since its neither a "bug" in their eyes or something that gives one player an advantage over another in a match it could only be fixed if it didn't bring on dozens of new bugs, which it currently is.

They are looking at other options, but while the hitbox reduction is what everyone is crying for and is a good fix in concept, it may not be possible based on all of these test results.

I'm trying to get all of the community's desires answered, but we can only make changes if they are for the best and while its definately harder to hit the smaller hitboxes, its incredibly ugly what it does to collisions. The reduction also decreased players jumping abilties (due to these collision changes) as we feared and trying to make up for the decrease by increasing a players jump height causes almost as many issues as the hitbox reduction itself.

This is not to say that there is no fix, we may just have to look at other options. "

A new sticky thread has been created for all players to post bugs and errors found within the Quake 4 1.1 beta patch. Players are also urged to post bugs left out of the 1.1 beta patch, as well as many current gameplay issues still hindering the game. ID Software's SyncError will reguarly be checking this thread, and also gives a short update on some of the biggest complaints:

"Hitboxes should be addressed and reduced in final 1.1. Its been decided and we're going to begin testing on new hitboxes very soon (maybe tomorrow). Can't say what the final results will be but we all agree now that it should be reduced in some manner and we may test other hitbox shapes as well (moving away from the square based rectangle). We just have to test and see what is the best option without negatively affecting performance."

"I brought up brightskins today and will be doing the same about a vertex lighting option this afternoon or tomorrow morning. All I can say is that if probably is impossible for 1.1. Other than that I'll try to keep people informed.

If brightskins are considered, it will probably take some time as I'm sure they would be made such that they were both highly visible and highly artistic, meaning beautiful armor with lots glowing lights or bright spots that would be nearly as visible as a 100% bland brightskin, but more professional looking. Only time will tell."

The thread can be found at this location.

Gameplay Change Polls:

1. Movement Speed
2. Rocket Speed
3. Q2 Style Double Jumping
4. Changeable True-lightning
5. Machine Gun Damage *NEW