http://dbd.game/killswitch
Why have hitboxes not been addressed?
Its the one thing the most of us agree on or complain about or dislike and its consistently the thing that doesn't get fixed. Dedicated servers isnt fixing it and in some cases has made it worse but in my overall experiences to this point it hasn't changed much for the hits. I've been hit countless times consistently through windows after taking a step or two away to create a big enough gap to where i shouldn't be hit yet i still get hit. I've gotten hit through wide gaps between myself and the killer thanks to the stupid range of the hits and when the swinging animation itself is at the resting point and about to be done. A statement or comment on if its being looked into would be nice or something. The way hits are registered or detected needs a change because it is the absolute worst part of this game and its the game's basic function. I know you guys see the stupid videos or the memes about this game's hits you have all the proof you could ever need just please for the love of all that is good in gaming say or do something about the hits.
Edit: Honestly the game would probably get a much better balance for the killers because most of the hits are unfair ones and killers would probably be much weaker if we had actual strong working hitboxes that were fair.
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Give them 3 more years
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Implying bhvr is able to fix anything at this point.
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"Hitboxes" isn't something that can EVER be fixed. It is normal online gameplay you see in every single online game. Everything you do takes time to be told to someone else. Everything someone else does takes time to be told to you.
Watch Dark Souls PvP, you'll see the same delays and gap between when you hit someone and they take damage or when they attack and you take damage as well as the timings for dodges or parries looking jank as hell. Play a shooter and you'll notice that you can get shot by someone AFTER you ran into cover or you can trade kills even if you started shooting first. Every single online game has these delays. It is impossible to not have them due to the laws of physics. It takes time for data to be sent, everything takes time.
You can't make data move faster. You can move MORE of it at a time or have the connection be more stable, but you can never make that data move FASTER.
Dedicated servers could have NEVER fixed this. Adding a server adds another chain in the data loop and thus can do nothing but add to the delay. Nothing can fix this, P2P reduced it as much as possible but the community didn't want that anymore.
The people got what they asked for. They wanted dedicated servers and got them, along with everything else that comes with it.
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Thats why i dont play darksouls or bloodborne pvp and i believe they're also p2p but i know they can fix it. They just have to tweak with how hits get detected. You're right on the delays but when its happening over these large gaps it doesnt feel like its delay it just feels and seems like they have a slightly longer reach than they should have. Even when i play killer people will vault windows and i swing and they get hit from almost center of killer shack and there is no way that is delay because if im seeing that they got some distance away then something about the hitboxes isnt right or server isnt properly syncing where the hitbox actually is sometimes feels like htiboxes are extended when survivors vault but other times its perfectly fine so..
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When a Survivor is vaulting their hitbox stays at the vault for the entire animation from what Iv read. So if manage to hit the vault point at the end of a lunge and at the end of their animation it can look rather jank as if you had more than normal.
It's done like this because if the Survivor hitbox wasn't kept there the Killer would likely never hit at vault points. It's treated as a solid wall for the most part. So without that hitbox the Killer's hurtbox would touch the wall fist ending in a rebound instead of a hit. Making most loops insanely overpowered as the Killer couldn't punish bad/slow vaults anymore.
As to why hitboxes look so freaking large. You are moving at 4 meters a second. And by the time you are told you got hit after the Killer told the server then the server told you, you was still moving at around that 4m/s. Say if both have a ping of 60, that's 120ms of a delay between the players at the best, or .12 of a second.
At 4m/s. That's roughly .5 of a meter of travel distance over .12 of a second. And this it the BEST case scenario of no added delays in processing the data for the Killer, server, or Survivor. Making the real deal maybe .2 or .25 of a second. Approximately a full meter of travel moving at 4m/s.
That's just if both players have a ping if 60. Pings arent normally that low. 80ms each is geting to .3 of a second after everything. It only gets worse after that. Much worse when you notice I'm only talking of hard math.
Haven't even touch reaction times, player locations relative to each other, or anything else that muds up the timings even more.
That's why it cant be fixed.
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._. I'll just accept that than. I enjoy console a little more when it comes to hits. I'm rewarded with my jukes because they can't just flick their screen a full 360 and still hit me. Though on PC I can sometimes pull it off.
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