The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

broken game

Kmiccc
Kmiccc Member Posts: 5

how is it possible that this game gets WORSE with every patch that comes out? i mean hitboxes alone are so annoying, getting hit over a window while standing 2 meters away or dropping a pallet and getting hit through it, or dropping it without being able to stun the killer... it's just bad and i don't see it getting better.. i mean hitbox problems for 3 months already, unbelievable

Comments

  • Friendly_Blendette
    Friendly_Blendette Member Posts: 2,923

    THey fixed "hitboxes" and it wasnt even hitboxes that were the issue. You get hit through pallets if you dont drop in time. Stun bug is getting fixed soon.

  • aurum_exe
    aurum_exe Member Posts: 182

    Let's define once for all that the term "hitboxes" is wrong. Characters don't have "hitboxes", they have "capsule colliders" that "trigger" the hit registration from an invisible "cone" positioned in front of the killer. If these capsule colliders are inside the range of that "cone", you get hit, it doesn't matter how far you think you are from YOUR perspective, or if you think you dropped the pallet at the right time. You get hit. Period. Multiplayer games has something called "latency" that changes according to many factors. From your perspective "it looks like" you're far away from the killer, but not from "server" perspective that has the "authority" to decide if you got hit or not. In DbD, in order to have a decent gameplay experience, you need to work out your loops in order to gain distance, trying to mindgame the killer and other small tecniques that you learn with experience.

    With that said, i don't say DbD is a fair game, because if you have to take in account "your perspective", "server perspective" and "killer perspective", to judge if you need to drop a pallet or vault a window, the game is designed with feet and not with a fully functional brain. But i already said many times what devs should do to fix this problem (i'm a full time dev too), but not only they won't listen, they're so arrogant to state that the game is fine like it is.

    One time a moderator told me "if you think you can do better apply for a job". You tell solutions and you get salty answers back. XD

  • Friendly_Blendette
    Friendly_Blendette Member Posts: 2,923

    Damn what are you a dev for. Like just a dev not to do with games, a dev for some studio or are you working on developing you're own game?

  • aurum_exe
    aurum_exe Member Posts: 182

    I work mainly on VR applications and games and i own a position in a british company. The "false hits" in DbD is an easy fixable solution with good latency prediction strategies, and they should remove that "cone" in front of the killer, or reduce (or expand) the range of it according to "latency". Another better solution should be putting the hit registration on killer's main weapon, that get activated ONLY if it touches the survivor's capsule collider. Moreover, when survivors are leaning forward, the capsule collider doesn't change in it's size. Instead of that capsule collider that surrounds the survivor, they should put more colliders in joints/bones of the characters, in order to register hits when the killer's weapon actually touch the survivor. Like it is right now, the animation has a mere aesthetic function, and has nothing to do with the hit registration. It's easy fixable, if only they would try it.

    We made a study prototype of DbD me and some of my collegues, in our spare time, to see if this solution is applicable in reality and it works just fine. DbD would be a much better and enjoyable experience from both killers and survivors.

  • DoomedMind
    DoomedMind Member Posts: 793
    edited May 2021

    We agree that the game is designed with feet, it seems to be an horrible spaghetti code, when I see all the things that are broken by changing non related things.

    Edit : Modest people that are capable of hearing others and learn from others are rarest with time.

  • aurum_exe
    aurum_exe Member Posts: 182

    Exactly. There is no way, in a billion years, that you brake stuff that was working fine before every new update, if your project is well designed from the beginning. No way that this could ever happen. In DbD, every new update brakes something else that was working before, and this is hilarious from developers perspective. I can't even imagine what's inside that Unreal Project folder. I would never put my hands inside of it. I'm too scared of what i could find inside XD..

  • Kmiccc
    Kmiccc Member Posts: 5

    i mean ya'll know what i mean, and you can't say that something isn't timed right, it happened like 5 times that the killer is stunned and i get hit when i already hear the sound of him being stunned, it's irritating really...