A question on hit validation
I'm not 100% sure how hit validation works but I believe its to do with how the server decides how an interaction is completed between a killer and survivor. So for example i swing thru a pallet, I hit the survivor but as the survivor dropped the pallet the server validated it in favor of the survivor.
My question is this
Why is it that on occasion i will swing thru a pallet. The survivor will go down however the pallet is still dropped?
Don't get me wrong this is the best outcome for a killer, getting a down and using a pallet but it must suck for a survivor and it makes 0 sense given hit validation.
If the server validated the hit and said yes this hit should go thru then surely the server should also say that yes the hit goes through so the pallet is unable to be dropped?
Anyone know why this happens
Comments
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The Server decides what action was done first but it is not able to invalidate the action itself.
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There's 3 events.
- The pallet is dropped
- The killer is stunned
- The survivor is or is not hit
The pallet being dropped is not the determining factor in whether or not the hit lands, the determining factor is if the killer is stunned before the survivor is hit. Their is a delay from when the pallet is dropped to when the killer is stunned, this difference in time is what allows the killer to get a hit on the survivor.
Hit validation is simply another layer on top where the validation simply confirms that the hit landed in the appropriate window to land a hit.
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Pallet stuns are not instant. There's a small window after you've started to drop the pallet before the Killer gets stunned by it. If the Survivor is downed in that window, they will go down, but the pallet will still be dropped. This would be working as designed.
For hit validation, we're looking at when the stun happens vs. when the hit happens, not when the Survivor starts dropping the pallet.
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it depends on which has the lower internet, usually favors killers with 1000 ping.
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The pallet needs to be around halfway down before it actually stuns the killer.
If you’re hit before that happens but after you start dropping the pallet, that’s still a valid hit and it won’t get rejected. The killer will still get stunned after the hit, though.
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Is this the same reason why you mash the drop pallet button (when the prompt displays) a full second before you get downed & it doesn't drop the pallet?
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anything you can do to make it not seem like the pallet should not have hit me, would be great.
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No. That was the case before the hit validation on pallets.
Before hit validation, the decision of if the hit was landed or not was taken on the killer's client. Let's say a survivor has 20 ms and a killer has 50ms with the server. Both the survivor and the killer send an event at the same time. Also let's say for illustration it takes 1 ms to validate a hit.
The created events are:
- The survivor drops the pallet;
- The killer strikes;
- The hit is successful;
- The hit is not successful.
On killer side, it used to look like this:
- 1 - The killer strikes (t = 0 ms)
- 2 - The hit is successful (t = 1 ms)
- 3- The survivor drops the pallet (t = 70 ms)
On the survivor side, it used to look like this for this same scenario
- 1 - The survivor drops the pallet (t = 0 ms)
- 2 - The killer strikes (t = 70 ms)
- 3 - The hit is successful (t = 71 ms)
Now this scenario looks like this:
Server side:
- 1 - The survivor drops the pallet (t = 20 ms)
- 2 - The killer strikes (t = 50 ms)
- 3 - The hit is not successful (t = 51 ms)
Killer side:
- 1 - The killer strikes (t = 0 ms)
- 2 - The survivor drops the pallet (t = 70 ms)
- 3 - The hit is not successful (t = 71 ms)
Survivor side:
- 1 - The survivor drops the pallet (t = 0 ms)
- 2 - The killer strikes (t = 70 ms)
- 3 - The hit is not successful (t = 71 ms)
This order of received messages is the reason why the game can look odd from client perspective when someone has a lot of latency.
Now if you get screwed by pallet hit validation, it's because you have more latency than the killer. Also there are few frames where a hit still counts right after dropping a pallet. However, hit validation only applies on dropping pallet event, it doesn't apply to vault events, or if the distances between characters in the open are not the same from clients to clients.
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Basically, a safety net for BHVR to hide their inability to process two separate pings around the 20-30ms mark.
They'll be telling you that getting downed a full second after leaving the trial sits in the same corridor.
"Actually leaving the trial is not instant. There's a small window where you haven't really left."
Which is kinda funny because the way the game is haemorrhaging players, our 20ms has us out of the door before Blight can launch a swing from Brazil & land it in Bhutan.
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Hit validation is just for show. Meaning, it actualy didn't fix anything.
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Actually nothing to do with ping. The pallet being dropped to roughly 50% before the stun happens is something that was introduced a long time ago prior to dedicated servers being implemented when the game was still p2p. It was completely unfair that survivors basically had to just touch a pallet and the killer would get stunned. It was tested on Live at one point from memory and universally disliked.
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