Hits still are broken and i hate it
I still often get hit while vaulting (any speed) windows and pallets and this is straight bullshit.
I also get hit when i am behind the killer after a 360° and thats also bullshit.
Why does the game count the killer´s side as the one that matters? If the killer has a bad connection, he gets benefit out of it. Did ANYONE thought more than one second about this? It seems like no from the developers did yet.
And please spare me with "it´s hard for the developers..." this game will celebrate it´s 5th (!!!) birthday and it´s still completely messed up!
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A lot of the trouble is that you and the killer are moving in the same direction. Even a little bit of latency is enough to really impact where you think the killer is versus where the killer thinks they are. There might be more the devs can do, but some of this is unavoidable. The best I can recommend is that you use a wired connection.
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The Killer CAN hit you while vaulting, they can hit you after a vault too if you're close enough to the window.
Also the killer can 360 m1 to hit a survivor. Everything you said is supposed to be in the game.
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sorry, it was unclear:
- I was already running like 2 steps after vaulting the window.
- The killer did not turn around while hitting, i was looking in his direction, he looked in mine and i was standing beneath him (do you understand what i mean?) We were standing shoulder on shoulder.
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I posted structured posts in this forum various times, i either got ignored or my points were taken out with hilarious arguments.
Being whiney is the most succesful way in this forum, as i learned there ;) It attracts the most people. But devs will ignore it anyway, so yeah, i should stop wasting my time here because i could play Civ 5 instead huh?
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People need to keep making these threads because the problem is still here. It's been here ever since dedicated servers launched.
You shouldn't be be getting hit after moving 2 meters after the vault has ended yet here we are in 2021 and nearly every game this happens.
And I'm not a whiny survivor main. I actually play killer 90 % of the time and can tell you I get WAY to many vault hits that I just should absolutely not be getting.
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Conversely, if hit validation favoured the survivor, you'd be constantly swinging at survivors thinking you should be landing hits, and you'll miss. Every. Single. Time. You would have to try to run through the survivor, to make sure you land a hit where they're going to be in the next couple seconds, instead of where they are currently on your screen. Which is impossible, because of collision. You literally will not be able to gauge whether or not your hits will land, you will actually have to predict the future, and killer would be unplayable.
Hit validation has to favour the killer in order for the game to work.
Latency will always be a factor one way or another, because of physics, we don't all have super robust, instantaneous connections. The current system is the best one available.
People will keep making these threads, because they don't understand this.
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Then please explain, why it was fine like 2 years ago or so? I played the game since august 16, and there was a time, where it was perfectly fine, because the killer really has to touch you in order to really hit you. Those airwaves hits look stupid AND are completely broken. And since it varies between months/weeks/days/hours/rounds, we can´t prepare ourselves to time the loops right. It´s just guessing, how long the hit range will be for EVERY. SINGLE. ROUND. Will it be 5 meters, 4 meters? 8 meters ? you´ll never know until you got hit.
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It depends on the connection the killer has to the servers.
It varies from killer to killer, that's why you can never know. And it's not EVERY. SINGLE. ROUND. at all. Its maybe 20% of games where the killer has a seemingly slightly longer attack range than they should, and maybe 5% where it's ridiculously out of sync that you just know the killer is playing on dial up.
There may be some technical issues with the servers themselves, but it's not something the devs can completely fix in the game code. They can tweak the desync, but that just swings it the other way, where killers get cheated out of hits they should have made.
You just need to learn to play safer, you can't rely on being 5 pixels out of range of the killer in a tight loop. Keep your distance away from the deadly killer who's trying to kill you.
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I don't mind the fact that the killer often hits me when he or she is close enough. A fair shot is a fair shot.
Getting hit while just making it to the other side of a corner, or nearly a foot past a vaulted window or pallet, or sometimes when the swing is actually toward the opposite direction of myself because I just turned around, etc., yeah, those hits feel a bit cheap.
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It's not just laggy hits that's the problem, it's mechanics like bloodlust that effect the hits quite a lot. As well as Power bugs trying to reveal ghostface and nothing happens...it's probably just bad servers...i've never played any game where my minimum ping is at 70 every game....
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They're using Amazon Game Servers which are literally trash. Also saying hit detection should favor the Killer is just a poor excuse to be rewarded a hit from bad counterplay. If a Survivor makes the vault or times it perfectly to get around a wall just in time (for example a Huntress Hatchet hitting you behind a wall) then why should that Killer get rewarded the hit...even I can tell when i play Killer downing people through pallets and behind walls is just bad design...there is games like Apex etc where you can get shot behind objects but that occurs VERY rarely, this game takes it to a whole new level.
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you don´t want to understand, that i am not against all killer hits but against those ridiculous "6meters away around a tree while you look in the opposite direction-hits". Thats stupid and the game wasn´t like that in like 2018.
It sucks to get downed by such cheap hits, even the killers often say, that they were confused by some hits. But many killers are taking advantage out of it (why shouldn´t they seriously?) and this makes me mad because i am not that bad at looping actually.
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This is not how server based games work and probably why dbd has these problems.
Why does it need to favor killer OR survivor? No other server based games does this. The only reason it ever favored killer was from the days where the game was peer to peer.
This is a server based game now. The server is supposed to be the one deciding if hits are encountered, not the killer.
You don't see team fortress 2 favoring blue or red team arbitrarily for hit validation.
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https://wiki.teamfortress.com/wiki/Lag_compensation
TF2 actually does work the same way. If the shot registers on the shooters screen, the server will count it as a hit, even if it doesn't look that way to the person getting shot. The only difference is in TF2 you are in the killer's role while shooting and in the survivor's role when being shot so it constantly flips back and forth. Since DBD is asymmetrical, you stay in one role for the whole game instead.
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Then tf2 does a MUCH better job than dbd at either deciding the hit had occurred or not, or it smoothes everything out better to mask the lag.
I have 1k hours on tf2 and can't remember a time where I was shot or stabbed or whatever from 3+ feet around obstacles, or vice versa to other players.
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You really don't understand the concept of "latency" or "objectives".
Imagine if you were doing a generator and it suddenly blinked out of existence and reappeared in another tile and half of your progress was gone. Now imagine that happening every time you go to work on a generator.
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Do you know if there is a way to reduce latency so that hits don't mostly look bad?
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On the killers screen, the attack hits the survivor.
On the survivors screen, the attack misses.
Why does it have to favour killer OR survivor? Because it's a binary issue. It hits or it doesn't.
If it goes by the survivors screen, the killer will NEVER land a hit, unless they predict where the survivor WILL BE 2 seconds in the future.
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Except on tf2 hits are not half as bad as dbd and on tf2 if your connection is garbage you're not gonna land even point blank shots.
DBD is the only game i know where having a garbage connection helps more than it hinders you
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Then you've never played with a bad connection.
With a poor connection, you basically get lucky if you can land a hit at a vault or pallet.
Out in the open, you're literally swinging and hoping the survivor is where they appear to be. 9 times out of 10, they were just an echo of where they would have been going, if they hadn't changed direction. So as you hit fails to land, their image teleports to where they actually are.
Vaults and pallets serve as choke points to remove the wild guesswork.
Trust me, if you face a killer who is lagging so much that their attacks are going through several second late and reaching several meters because of it, they are not having a good time.
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I've seen multiple streamers getting digusting hits on me while they were having 130+ ping while i have 32. I also played for 6 months with a wifi dongle and i was getting hits that shouldn't have hit in any way.
I played tons of multyplayer games for over 20 years and when i say that this is by far the only game that rewards having garbage connection i know what i'm talking about
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And for every disgusting hit you shouldn't have got, you missed 10 that you should have.
Confirmation bias.
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It all started after the Deathslinger Chains of Hate DLC got released.
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Yes. Rip up all the internet lines in the world and replace them with massive fibre optic trunks with those new light spectrum splitter things from Australia that really made me both drool and question my understanding of the physics behind transmitting information along basic fibre optic cables. If only I wasn't so bad with nouns I could be more specific.
Short of that? No, even in shooters melee hits look wierd when you're dealing with the kind of ping that DbD has (due to a lower playerbase count and less competitive nature). The AI that's trying to show us the position of other people in the game has too much information to sort out that you don't really see in other titles, mostly because other titles have much more limited movement either because people are shooting each other or because of physical limitations in movement and turn speed. The only time, for example, that survivor motion has felt okay on the killers end since killers stopped hosting the trials in the P2P system was when survivor's directional movement was so slow and agonising it made my survivor ques jump down to 30 seconds.
Edit: Which is an annoying flipside to the argument because I CAN'T PLAY BILLY BECAUSE BACKREVS ARE BASICALLY RNG FOR ME. Gods I wish there was some way to improve the predictive AI but I honestly don't see it happening.
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So I guess we just deal with this then.
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Pretty much, yeah. The only quick fix would be severely limiting directional change speeds and slowing the lunge acceleration.
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And I assume that would be bad right?
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Basically reverting survivor movement to the Twins midchapter and halving a killers lunge distance.
Edit: So probably, people hated the Twins midchapter and lunging is one of a killers greatest yet oft overlooked strengths.
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The whole forum is whiney & usually a whole lot more turd focused than the person who started this post
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I´ll take that as a compliment :D
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