So after reading it, it sounds like the bone system was beneficial because it allowed them to generate a (relatively) high poly hit box/mesh using a low poly player model. The bones were given a (how much does this hurt) value and then the various polygons of the low poly player model were automatically mapped to the bones damage values without the developer having to do nearly any mapping. Big polygons might be mapped to multiple bones if their vertices are in multiple bone areas.
Anyway it sounds to me like the bones no longer physically exist with us running around shooting each other. They are for all intensive purposed just numbers that our polygon vertices map to when playing
Correct me if I am wrong but the main benefit of the bone system seems to be easy to make high precision hitboxes that map themselves. Meaning the devs could add a tiger and just have to run a simple bone system through it, put it through their program with a low poly model and Bam! a hitbox with damage values mapped they didn't have to spend 4 hours assigning damage values to.
PS anywhere you see me say hitbox, I don't mean an actual box shape. I mean more like a hit mesh of polygons.
yeah, effectively a more accurate self-mapped "hitbox";) has some interesting effects, after all you can kill a bear on the "jiggle" XD
it makes impacts very accurate, but that accuracy can be a pain to any kind of "forgiving" gameplay ; so a small thing like a chicken with bugged out movement is painful to hit. and although they should, i'm not convinced all the vertices have a bone attached, because sometimes a perfect hit doesn't register (on wolves for example).