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There is no Auto aim, but the game helps you Aim?
I literally just heard this in the dev stream, there is no auto aim but if you hit an object instead of the survivor that means the game was trying to help you... ######### does that even mean?
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They dont wanna call it auto-aim cause then people will ######### because there are times that the killer shouldn't hit you ex: You see hes going for a hit and move to the side and he hits forward but then his body moves with you and hits you.
People would ######### about this, Its just like any COD with auto-aim..LOL
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You misunderstood. When the game calculates a hit, it then performs animation dressing which turns you towards the survivor. However this is bugged and will sometimes make you hit an object instead.
So this bug can make you miss where you should have hit.
I think they should fix this as priority or remove the animation dressing until it's fixed.
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There's a difference. Auto aim gives you a hit you should not have gotten (e.g. you were not looking anywhere near them). This only moves you once it detects a survivor is going to be hit. Auto aim happens before, this happens after.
Like we've said in the stream, if it causes you to hit an object instead of that survivor, this is a bug. Please be sure to report it.
The issue with this is that it would cause a lot of hits that you currently get to miss. Say for example you're playing with a controller. You swing at a guy, your hit cone crossed over their hitbox. The game registers a hit, so it locks onto them as they do their fancy spins and it hits them (as it should). Now take that away. You swing at them, but the moved to your side while you were swinging, maybe faster than you could turn. Now they're no longer in that hit cone and they aren't going to get hit.
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So we report the bug, say we played as Bubba at 330 pm and hit a hay bale instead of survivor?> How does that get researched, do you go watch the game? Or is this just an illusion of trying to fix things?
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So it's Auto aim with extra steps.
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@Peanits It happens if you try to do a sharp turn. For example survivor is looping the car in front of the school in haddonfield. You stand at the short side with the concrete blocks. As you swing you turn inwards, it's that which throws off the "aim dressing". Same when the survivor does a sharp turn. Hits which require a fast turn are the times when it seems to struggle to register it correctly.
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Can't we just turn it off?
The game registers a hit, so it locks onto them as they do their fancy spins and it hits them (as it should). Now take that away. You swing at them, but the moved to your side while you were swinging, maybe faster than you could turn. Now they're no longer in that hit cone and they aren't going to get hit.
If the game detected a hit, what would it matter if they turned to the side?
Is the dressing making the hit actually connect or just making it look good?
Because one of those is auto aim, and it's bad.
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But if the logic calculates you have the hit (before animation dressing), no amount of juking should take that away.
If you turn animation dressing off then your hit may look janky but should always hit. I would prefer this janky looking hit over the chance of it being taken away due to animation dressing bug.
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No, what they said was that it corrects the CAMERA to show you the hit, if you've already hit.
That the hit is based on capsules, and not JUST the view.
They literally said it wont help you hit something you wouldnt have otherwise.
Did you REALLY watch it? Because they didnt say what you said they said.
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You are assuming that your system can handle 360 better than human can do...
And this is completely wrong. Please add an option to disable it.
And I am the one playing the game damnit! Cant I decide when I want to hit and when not?
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There's also the other side of things, where the survivor would then see ridiculous things with it off. You, as the killer, would miss a lot more just because the survivor is no longer in the cone. If you only check to see if they were inside of it at some point, you could lunge straight into a wall, smack the wall, but still hit the survivor just because they were inside that cone at some point during the lunge. Or take the Pig, for example; you could ambush towards someone, have that cone cross over them, and then continue sprinting off into the distance before swinging at absolutely nothing and hitting them.
We would much rather just fix the weird cases where it doesn't work rather than getting rid of it completely.
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Like we've said in the stream, if it causes you to hit an object instead of that survivor, this is a bug. Please be sure to report it.
It's a day 1 bug.
A bug so old it has dentures.
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Wait a second.
So there isnt actually a hit detection in the game??
Its based on the "cone" that is created at the start of the animation and not the end?
Why isnt it checked at the end of the animation?
Now this explains all the hitbox bugs...
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The devs actually said the bug is due to the sequence of logic steps..
1) You swing, 2) logic determines a hit, 3) animation dressing turns you towards survivor, 4) logic checks for any objects between you and survivor, 5) if object then miss, else hit.
Step4 should be done during step2, if a hit is calculated then nothing should take that away.
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Right, which is why no one believe they are actually working on it. You notice @Peanits ignored the question about what happens when we report this bug, because the answer is either literally NOTHING or possibly they make a chalk mark count of how many times it's happened.
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Yeah, exactly.
Or just remove step 3 completely
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They said on stream they are looking into doing this.
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Wait... when is the hit detection made?
A random point during a lunge or dash? Not at the end of it when the weapon starts swinging?
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The game constantly checks to see if a survivor is inside your cone while you're attacking. If they go within that range, the game locks onto them and pulls you towards. At the very end of the animation, it'll check to see if there's still a survivor in range (or if there's an object in the way).
The issue comes in when they're in range when you start swinging, but then go behind an object when the attack happens.
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They are looking into what?
@Peanits just said that they will not disable it and that its ok when not bugged...
But the whole system is wrong...
It prioritises a "pretty" hit animation over actual quality of the gameplay, I have never seen a game with a similiar system, normally its either straight up auto aim or nothing.
But here we have a system that checks for a survivior in the attack zone, corrects your aim so its CENTERED on the survivior, THEN checks for obstacles, and THEN hits the survivior.
So basically is a survivior will hide behind a corner, the game will make you hit the wall when NOT BUGGED.
So if you are carefully aiming so that you hit the survivior and not the wall, you can get rekt because Animation Enhancement says "NO IMMA HIT THE SURVIVIOR THROUGH THE WALL" and makes you hit the wall instead.
Incredible
Post edited by Archimedes5000 on6 -
So basically, if we removed the whole "constantly checks if in range" and "locks on and pulls you throwards the target" part, and instead checked for BOTH survivior AND obstacles AT ONCE at the moment the attack animation is supposed to HIT and deal damage, then the whole problem would be solved.
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I don't understand. If they're in your cone of attack, the game assists your aim to make sure you get a hit, by locking you onto that survivor during your lunge.
Now, if there are multiple survivors, does it lock onto the closest one or the one that first entered the cone/closest to the middle of the cone because I've personally had times where I'm swinging for one person and this "hit dressing" locks onto a different survivor and makes me miss both.
it thinks that a nice looking hit is better than a actual hit, because it thinks swiping through a bush or a wall is faster and nicer looking than going around to actually hit unless you try to wrestle control from it to go around. Its trying to help but actively working against us. The entire system of locking our hit is flawed.
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So, how would you like us to report this?
"I was playing Freddy and hit a rock instead of the survivor because the "animation dressing" wouldn't let me lunge around the rock instead"?
Also, this is literally something that happens almost every game once, if not more. Do we report every instance of this? If that's the case, I better get started flooding the reports with instances of "definitely not auto-aim" robbing me hits.
Not trying to be rude, but this is such a common issue from launch. How could nobody on the team have noticed until now? And did you think we called it auto-aim (as opposed to "animation dressing" (???) because we just didn't know any better?
Anyway, thanks for the stream. You looked adorbs. Looking forward to Ch. 15!
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Let's all be honest here, and not even the devs can deny it, they do contradict a lot of what they say. A lot of the time.
"There's no aim assist/auto aim, it's just an aim dressing to make hits look good, it doesn't give you free hits or mess with your hits". 5 minutes later "Oh well, if accidentally hit an object when swinging at a survivor, that's the aim dressing making that happen".
Or this gem from Almo:
"New Ruin is insidious". Literally gives a notification that it exists...that stays there until it's destroyed. Is somehow insidious.
And they wonder why they are given so much hate.
@Peanits What are your thoughts on contradictions like these coming from your team?
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Its not *AIM ASSIST* its Animation Enhancement
But yeah it sucks so much
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IT'S THOUSAND ISLAND AIM DRESSING, JEEZ.
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I like how they changed the name just for the stream lmao
Idk if this was intentional or not but now we have 1000 names for this #########
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I prefer my Siracha Mayo Aim thanks
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But how do you feel about Bacon Ranch aim?
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As long as its BBQ Bacon Ranch I can hang
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Why not just check if there's a target when the hit is supposed to happen?
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Like in every civilised game...
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Well this explains....a lot. My brain will get itchy every time I lunge now and something wonky happens.
I usually drag to the left or right when lunging which works well most of the time. Then other times my reticule will spin clockwise around someone and never hit.
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They should really just remove it imo, it causes confusion and I dont recall any other game doing this type of thing
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It’s like the devs are being purposely dense on this topic. The issue isn’t that such a thing as “auto aim” exists, it’s that whatever it is, it negatively impacts our games in situations that normally would be fine. We want it fixed or removed.
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