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Major Hit Detection Issues Since Crossplay

Zenn
Zenn Member Posts: 49

I am not sure if it is just me, but as a rank 3+ survivor I am pretty used to the game by now and in my opinion, the hit detection was alright prior to crossplay being implemented.


However, ever since crossplay has been added, I am seeing hits that are absolutely flabbergasting.

Examples:

  1. Exhausted on the ground, using dead hard.
  2. Getting hit 5-10 meters away from a vaulted window or pallet.
  3. Sprint bursting away and being hit from 10+ meters away.
  4. Very clearly 360'ing a killer, having him pull a 180 and swing, and hit you with his back turned to you.


In my games since crossplay was implemented, I had no desire what so ever to report this on the forums. The hit detection seemed just fine. But now it is completely borked! There is clearly something going wrong here and I'm curious if I'm not alone.


This has essentially made the game unplayable for me and is ruining the fun. :'(

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Comments

  • Mystaria13
    Mystaria13 Member Posts: 495
    edited August 2020

    I was just about to post a bug report about pc killers being faster than my sprint burst but i seen this post. Just had a Myers in coal tower and took off way early with sprint burst in a straight line and nearing the end of my sprint burst he downs me because he’s so fast and there’s nothing i can do! Each time i took off with sprint burst i was immediately downed! The hitbox is HORRIBLE to say the least! I couldn’t even make it to a pallet because he popped tier 3 and i was downed because he was faster than my sprint burst. Now the chase had just started and i took off with sprint burst and was downed before it ended and i didn’t wait too long to activate sprint burst either but was running 4.0 x’s 3 or 12.0 mps and Myers was faster than the 4.6 he was supposed to be he Did not have bloodlust it was more like 15.0+ mps! Hitboxes are absolutely horrendous guys and no killers are faster than my exhaustion except for pc killers! I’ve played a long time and i can’t run the killer like this so the games not fun anymore without the chases. this is the dead by daylight you created. When A killer catches up to You while you’re using your exhaustion what can you possibly do because you’re down in 2 seconds, he never was able to stalk me but constantly popped tier 3 on me. I’m aggravated while writing this, i just don’t understand how??? crossplay is a lot of fun but it’s unacceptable for it to be this way.


    here’s the sprint burst part you can see my sprint burst just ended when the red glow is at my back.

    Post edited by Mystaria13 on
  • n000b51
    n000b51 Member Posts: 768

    'Desync' (*rofl*) & lags on Dedicated servers (and on PlayStation specifically) are totally insane now: killer can hit almost 2-3 meters further his weapon's range depending from the latency. I have experimented it multiple times as survivors as killers ofc and checked it in my replays for confirmation. So I mainly see timing in this order:

    1°) the classic lunge animation,

    2°) end of the hit animation - survivor is not injuried at this time,

    3°) 25ms after the end of the animation, I can hear the sound of the successful hit, and the hit is calculated and the injuried state is applied on survivor.

    Your screen rarely shows the action in the real-time, it is often upset 'in the real-time'. That can explain why you can Dead Hard on the floor and to be exhausted anyway, that can explain why some perks for the races ('Lithe' or 'Springburst') didn't allowed survivors to dodge the 1st. hit.

    An illustration of this problem can see here, but you probably encounter many others in your games:

    You have the CasperFace's hit on the right side, survivor was 1 tire further or more, and the next frame, the injury was applied exactly as described above...