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actual genuine concern, how they manage to break the game every 5 min?
literally, actual real genuine concern. now we have the skin bug aswell, also the map game has pallets taht are impossible to break. anyway, should i be surprised?
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What can I say, it is a talent unrivaled by others.
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I'm sure coding and all that isn't as easy as we all like to believe it is. Unless you've done it you can't really hate on them for making mistakes. They are human, after all. However, having said that you can hate the fact that they don't fix them quickly (or what feels like at all when it comes to some things), especially if they have a serious impact on gameplay. But really, the complaint should be how long it takes to fix the errors. Not there being errors. No one is perfect.
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As they quite probably still code with program like blueprint, no.
I know the devs say they switch to plain text coding by now, but given some bugs this smells more of visual coding.
To explain: blueprint is a visual coding software that allows one to program via connecting boxes of commands. This can be great, but the more complex a game gets, the more of a messy ball of yarn it becomes. And if they are using both now, visual and plaintext coding... it might be even more of a gallimaufry, as importing and exporting between programs might mess things up even more. Especially when you forget to change a related box when you make changes such as what checks for hitbox collision (for hits and interacting with things), what graphic to use, etc.
So, yeah. It's the spaghetti code.
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I understand coding is difficult but no other game breaks this often,doesn't help that they leave them in the game for so long (like the hill bug)
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not valid reason, ive never seen any game remotely close to this, and there are million of games outside. so not valid reason.
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Exactly what I was saying about actually fixing the errors. I play other games that have a lot, too, but they're almost always fixed within 24hrs to a couple days. Never lasting more than a week. The time it takes to repair the game busting errors is the real issue and it should be a huge priority for the developers. More than cosmetics and new content, imo, but fixing errors doesn't necessarily make them more money either. -shrug-
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Bugs like these are fundamental errors in design. The second floor pallet in Gideon is unbreakable on one side, making a chase so much longer than it needs to be. I've suffered through it, and that kind of issue can't exist. Some things that aren't game breaking or causes crashes don't matter too much to me, but if things that weren't an issue in the game previous are now an issue, someone is to blame.
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Just because you haven't seen it doesn't mean it's not something that happens. Your experience isn't the sum of everyone else's. Just as mine isn't yours. But I have played other games with tons of bugs like this. We've just been down different roads.
Edit: The difference with the other games I've played is the errors are almost always fixed in a very timely manner.
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Giving what they changed, I'd say this happened:
- We had a change in collision checks (previously it was the killer's server, now it's dedicated servers)
- After the change several players ON BOTH SIDES observed certain ability hits (plague, deathslinger etc) triggering the visual and sound effects, but resulting in no effects otherwise. This means that SOMEHOW the killer sided validation is not only still active, but it calls for certain functions for both sides, which it shouldn't do if the hit validation is supposedly with the dedicated server.
- this also affected pallets, naturally. Lots of people had some hits that didn't hit etc. And i can imagine that as a work-around the devs tried the slightly alter the hitbox of pallets to have the hits be clearer. And overdid it. And it is possible that this change to hitboxes and thus collision checks EVERYTHING ELSE (totems, pig's boxes, breaking pallets etc) got affected.
As for the cosmetics bug:
I have honestly no idea how you can mess that up.
But in general: This stuff is one of the reasons why I personally advocate for a STOP to new chapters bringing in new mechanics etc and recode the game from the ground up in the background.
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it doesnt happen. thats why. there is no game outside with this list of problems since release and never improved, never got better in this part, ive never seen anything like this because actually it doesnt exist. 6 years and the game still is with hundreds of problems.
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Its mind boggling when you consider they employ 300 people.
Thats a gigantic team. Sonys exclusive AAA teams have around that many ( some a fair few more ) still crazy tho
They literally cant fix something without something else breaking. Can you imagine when they add ray tracing? That more than halves the framerate of even optimised games.
I have 5MB/s internet, and the RCPD map was delayed so fast my download finished, and it was disabled. 2 maps just got re-enabled then ( if theyre old maps how do they even get new issues ? )
How is pinheads LUNGE bugged? It boggles the mind.
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This right here.
Even if it's not blueprints, it's something equally as shaky. Maybe even something as simple as amateur mistakes that got baked in by accident early in development, that's something we're all guilty of to some extent. Sometimes, a crappy line of code is impossible to change without breaking the system because so much got accidentally dumped on it and you genuinely don't even know why and therefore how to fix it.
But if you have as many skilled employees as BHVR does, that excuse rings more than a little hollow.
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Yes and no.
I'd not be surprised if e.g. the structuring of things was done in a way that made it easy to navigate through at the start, but as more abilities etc were added it feel flat.
And no matter how skilled you are... if the toast is burned thoroughly all scraping won't help.
Thus, I really hope they ARE having people already actively recoding from the ground up.
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The answer is simple: because the devs gave in to the wishes of our community.
DbD was originally a P2P game. The community wanted dedicated servers. So the devs changed the whole code to make that possible (like glueing wings on a submarine and call it an airplane).
The game never was intended to have a ingame shop. More changes to the code.
And now they implemented a sbmm which also affected the code.
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BHVR and their famous pasta. Spaghetti code
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Well, they don't really have to recode it from the ground up, at least not in so dramatic a fashion. They know how everything needs to fit together, after all, so even if they start an entirely new project most of it will be a copy-paste job because most of the code is just individual powers and items.
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I think just judging from some bugs there's at least a massive recode in order. Like the aforementioned bug with sfx/vfx playing for both sides in a match with e.g. plague but no health effect coming off it.
That sounds as if the abilities effects are put somewhere in the code that's far away from the accompanying sfx/vfx, as they are called so weirdly. Like position A has All The Effects (per survivor character), position B has All The Health Stuff (sorted by killer). This can look reasonable when you have only a few killers, but with now 25 under its belt the code should be organized by killer character, even if that increased the line-account massively.
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Those pallets aren't unbreakable by the way you just have to break them from the same side they were thrown on
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I can't speak to how the entire game is set up, but I've looked through the character models and up until the Stranger Things chapter, characters were given their own folders in the data. From then on, they've all been lumped together in one. I wouldn't be surprised if other parts of the game are ordered in different ways like this and cause some sort of confusion.
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likely. And that's part of the cleanup. And it's perfectly possible THAT the cleanup causes some bugs we are seeing
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well, consider that my first game on the Saloon map after it got re-instated, the first totem I try to cleanse... can't be cleansed.
So yeah, I stopped looking at these things as bugs, they are now easter eggs!1!
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What the actual #########, you use those coding boxes to program animations, or in some video editing software, not the ######### backbone of a videogame what the hell. My boss would fire me immediately if I told him made a script using this impossible to debug mess of coding software.
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Oh it definitely can be rivaled by others. Apex legends is one such example.
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I only had one unbreakable Game pallet, I've played several matches since then and never encountered it again. Anecdotal, yes, but that's my experience.
As for the cosmetic glitch, it's silly and actually kind of hilarious (I mean in a fun way, I enjoy it because it's harmless though obviously it should still be fixed). But in all honesty, though it IS noticeable that BHVR has had a really bad run of things this whole summer, I kind of feel bad for them. Getting a run of bugs where something getting fixed breaks something else sucks for everybody, but it really isn't as rare or unique to BHVR as people seem to think. It happens to EA, it happens to Ubisoft, it happens to Bethesda, and I have loads of personal experience with it happening to THQ. Even a massive mega-billion company like Rockstar initially preferred to merely disable and lie about their infamous "Hot Coffee" sex minigame in GTA San Andreas because it was easier than coding it out of the game entirely.
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Coding is not easy. But building the code is the hardest part and when it's there it's much simpler so they keep breaking something because they messed up the base code while building it to be unreliable and messy when things started to be "Upgraded". And let's be frank here we let them get away with this because DBD is the only game that has Michael Myers and Freddy Krueger and Bubba playable in a real legal capacity that isn't some ######### fan game. DBD is all we got when it comes to Horror movie related games, so we definitely let them get away with more then we should.
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The game would be dead if they didn't have any licensed content, which is only proven time and time again by the community. I think it's gotten to their heads that as long as they can continue to get licenses and make costumes, the game will survive. But it'll fade into obscurity pretty quickly if they continue to let the game rot away like it has until suddenly Stranger Things isn't the only license out the door.
I don't think we need to feel very sympathetic or thankful toward a big company that fails to meet its previous standards in delivering its product, despite having more resources than ever. Do they feel sympathetic enough with us to stop charging us for broken content until it's fixed? Do they feel sympathetic enough with us to extend their community outreach and figure out what it is we really want?
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Spaghetti code. This is a monster that has gotten out of control. Every intended change now results in 10 unintended changes.
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I do know that the killers are just a reskin and an "item" that has the drop key unbound. And apparently they're all loaded in to every trial, all the time, which explains the massive CPU drag. It's entirely possible that the SFX aren't attached to each specific item, but each item links to the corrisponding SFX folder to fetch whatever is needed before the power plays out in full.
I also suspected that the blood spray might have been a looped fluid effect rather than a video file, given just how much frame drop Sloppy Butcher creates on a hit for consoles and lower-end PC's.
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You're right, it isn't. But it is easy to unprofessionally code. And DBD very obviously has extremely spaghetti code, a single pallet graphical rework completely broke several pallets on a few maps, and literally made pallet freddy unplayable. I have never ever seen a triple A million dollar earning game with as many ridiculously evil bugs as DBD. Most other triple A games have things like "this area of a map doesn't render properly" or "these animations are somewhat bugged." but dbd has things like "We changed the texture one one object. Everything is awful now."
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