Kill Switch update: We have temporarily disabled The Legion due to an issue that allows for infinite power spam. The Legion will be re-enabled once this issue is fixed.

http://dbd.game/killswitch

Explanation how dedicated servers SHOULD work on DBD

A couple of posts of mine have asked why DBD doesn't use p2p for gameplay and pumps all the information through a middleman dedicated server creating lag.


DBD dedicated servers should :

Lobbies: Hosting e.g. the killer or survivors leave then you don't have to requeue

Stats: Record who played who, ping times of all 4 clients, what perks, hits, positions, died, addons, hooks, timings etc...

Anti-Cheat: Record any cheats detected, e.g. teleporting, lag switching, communications on SWF (if only XD ), etc


Clients: DBD (PS4/xBox/PC/etc)

Stats: Sends who played who, ping times of dedicated server and other 3 players clients, what perks, hits, positions, died, addons, hooks, timings etc... to dedicated servers (x4)

Game play: Sent directly to other 3 clients and Dedicated server. This way this is the fastest way in a game like DBD players can avoid huntresses who can hit round corners, whether a killer is or has grabbed a survivor, escaped a window hit, pallet stun, etc


Players near each other/low ping should be considered a factor with matchmaking. The clients should have a default but changeable value as to what ping range is acceptable for them to play against/with others.

Players with high latency/lag/ping/cheating can be monitored, e.g. a survivor gets hit just before the killer takes ages to respond or a player who had a good ping rate suddenly deteriorates during gameplay.


There is much more to this but rather than do this it seems the code has just been told to accept the dedicated server as the new host from killer, then with the latency or lag being increased the code is being changed incorrectly to mask the issues which will of course be one sided to either the killer or survivor and not to both as it should be.