Hitboxes & Sync?
Have there been any recent announcements about a plan to work on hit boxes and better game synchronization between Killers and Survivors? Everything that I'm finding in my search is from quite awhile ago.
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Hit boxes have been working fine for me. Haven't had any BS hitsbplaying survivor or killer.
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No, there are unfortunately no recent updates anymore on this important topic. The last we heard is that BHVR supposedly enabled their implementation of server-side hit validation, but that implementation is at best flawed and at worst not functional altogether. Flawed because it is only enabled if the killer has a ridiculously high ping below which their latency advantage is already more than unfair for survivors, not functional altogether because even at the highest of pings there are no cases of overruled hits that should be commonplace if the system actually functioned.
I do still hope they will at some point move hit detection to the server entirely, or at least have the server validate hits regardless of client latency, but I highly doubt it. Maybe there isn't the network coding expertise at BHVR to do this, or maybe the current server architecture cannot handle doing that many hit calculations and is already being operated at or close to its limits, i. e. BHVR would have to pay more for severs which they don't want to.
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Just yesterday I vaulted through a window and got hit by the Huntress' regular swing literally a good couple feet away from the window, after I was already back on my feet and running away. I hear about that kind of thing all the time but thought that it was just an exaggeration. It apparently isn't.
In another example that made me actually laugh out loud and say "Oookay" in disbelief, I was running around one of those little hills that usually has a chest and / or hook at the top. You know, those mounds that are about 8 feet high or so with a little slanted path to the top? I and another player were running around one to escape a killer who was on top of it. As the killer came running towards me - again, he's on TOP of the hill - I run up against the side of the hill and duck. The killer goes flying OVER me - literally leaps past me and lands on the opposite side - and he swings as he does it. You better believe that yes, even though he swung while literally LEAPING OVER ME AND LANDING ON THE OTHER SIDE, FACING AWAY FROM ME, his attack still connected with the air in such a way that I was injured by it and was downed.
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I thought that the matches were still working entirely off of the Killer-side of things. I genuinely had no idea that they'd supposedly made any improvements on the hit boxes. Thank you for your response I'll continue to hope that they will improve things right along with you because it is rough out there still.
I actually watched a Survivor vault from a window and get the downed animation midair with their feet being about a yard away from hitting the ground. The Killer was still on the second story. That's just one of many, many examples I've had lately.
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There's only so much that can be done. Both you and the killer are playing against past versions of the other players. The actions you take have to go to the server and replicate out to all other players. These time delays at each point add up and in some cases cannot be overcome.
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With all of the constant complaints and such it is easy to write things off as gross exaggeration but in this case it's entirely true! 😅 I still thought the game was just working entirely off of the Killer because of some of the insane hits I've seen or received myself lately. But none of them sound even remotely as bad as the Killer striking you mid-air from the other side of a hook hill - that is just too much! I don't know whether to laugh or just shake my head sometimes.
A few gems I've had lately have been sliding across a palette and hitting my feet and taking approximately 4-5 whole steps before I hear the Killer swing and watch myself get downed. They break the palette and had to take several steps to even reach my downed body.
Leaping off of the docks at Blackwater and watching a Huntress axe go through the air way above me and then vanish above my head. It registered as a hit and downed me.
Turning a corner and taking 1-2 steps before eating another hatchet from Huntress.
So many window vaults and still getting hit that I honestly don't vault windows anymore without turning my camera so that I can see the swing. Often I watch the Killer whiff and see myself fall to the ground. It's a joke.
I am pretty far from being a 'salty' Survivor and I'm under no illusion that I'm good at this game. A LOT of Killers outplay me or get some really good hits that I'm more than happy to applaud them for, you know? But sometimes it would be nice to know that if I make it through a window and take a few steps that I'm actually safe and that my hitboxes aren't just hanging out 5 yards behind me waiting for the Killer.
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That is true that it will never be perfect but it can be a lot better than this. Western fighting games implement a lot of technology to ensure split-second accuracy so that combos and blocks are fairly read. Most shooting games nowadays do it too. It would be a huge improvement to the game for the devs to invest in upgrading their hit system for new and old players alike.
I've one friend who has been so frustrated that he's talking about leaving the game after having loyally played for two years. He's the one I mentioned above about watching him get downed mid-fall after having vaulted a window while the Killer was still on the second story of the house inside. He and I both have really high performance internet so that particular night was just filled with comically bad hit box issues. It's discouraging to say the least. With new players coming with the RE release it's a shame to think about how many people might have nights where they see that across a majority of games and simply write this game off as 'broken/unfair' and leave.
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There are dedicated servers now so not everything is done on the killer player's machine anymore, but the hit system is indeed still entirely working on the killer client-side of things, ridiculously enough. The killer client runs hit detection and if they register a hit on their end, the server accepts it unconditionally. This means any latency in either players' connection benefits the killer on hits, since the more latency there is between a killer and survivor, the further in the past that survivor will be on the killer's client, meaning the more ridiculous the hits they can land on them. I have faced and watched enough killers with connections in the 100-250ms range, and they hit the most ridiculous things consistently, and they never have any of their hits overruled by the server. In fact, I have never seen even just a single instance of an overruled hit anywhere (except hatchets which I have to believe are a special case). So yeah, while they say they have enabled server-side hit validation (at high killer pings), that hit validation either is not enabled until killer pings get ridiculously high (300+ms), or it doesn't function altogether.
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Because where the killer is swinging is where the survivor is on their screen. Hit validationis taking what tick the clients are on, finding the positions and validating thats where the playets were.
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Hit validation would overrule certain hits of laggy killers because it would come to the conclusion that the survivor at that point was too far away from the killer to be hit; it would take the actual survivor position at that time into consideration as opposed to the killer client which can only do hit detection based on the latency-delayed positions on their end. If hit validation simply looked at what happened on the killer's screen it would not be hit validation and would make no sense.
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And the killer can do what about it? Hit the air somewhere infront of the survivor?
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First of all, this would only really affect laggy killers. If you have a latency around <50ms, you will basically never even notice anything has changed as killer. In the 50-100ms range you would maybe have an overruled hit a handful of times in a multiple-hour playing session, depending on how ambitious you are with your lunges and such. Only once at 100ms and above would a player really have to make sure they aren't going for the last-pixel lunges and closest-call hatchets/shreds/saws/hits through windows and pallets/etc.
Obviously having something first connect on your screen and then having it overruled by the server a split-second later would not be cool, but neither is being hit 5 steps after having vaulted a window. Currently latency favours killers on hits completely one-sidedly, in a server-authority environment a player's latency would be to their own detriment on both sides, it would be equally unfair in that sense. Not only that, but the impact latency has on whether a hit happens or not would actually functionally decrease in that case, and lag compensation could also be used to further combat said impact. It would also be much more secure against intentional abuse and outright cheating.
But yeah, again, if you aren't a high ping gamer you basically shouldn't notice a difference as killer apart from edge cases.
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