http://dbd.game/killswitch
Dead by Daylight Developers ARE biased and are either unaware or in denial
It should be obvious at this point that the developers are biased to the survivor based part of the playerbase. This most recent developer stream is the most apparent example of it.
Part one of the stream focused on collision detection for both survivors and killers. This part of the presentation was fine, no real problems with this.
The second part focuses more on the survivors hit detection capsule, as well as the killer swing detection cone and how they interact. The problem with what was a part of this presentation is not what was said, but what was NOT said.
This arrives when the developers mention the "hit dressing", or lets be honest, it's just auto-aim with a different name. One of the developers mentions "killers will not get a hit they are not supposed to get." Makes sense. But, what they did not mention and skipped right by, were the instances where the auto-aim goes through the motion of "auto correcting" the camera, but the hit either is not detected in an open space, or it auto corrects itself into colliding with terrain or debris in the environment. This is completely ignored and the presentation rushes to the next segment talking about latency.
This part of the stream focuses on instances where server latency for both the survivor and killer views can sometimes differ. The example given is when a hit is registered after a window vault. They then go on to show the difference in hit registration for low latency vs. high latency. This is fine, but immediately they go into another demonstration talking about how from the survivor point of view, the hit registration seems unfair and they use the phrase "how do we fix this problem".
Without even realizing it, they have spend a good amount of time trying to assure survivor players that steps are being taken to make them feel less like they have been cheated by a hit. And again, they have completely bypassed and ignored the opposite side of the arguement.
The most frustrating part of all of this is the denial that in fact they have this bias to the survivor part of the playerbase.
Comments
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*Laughs in reworked Doctor 4ks and "new trap oppener" Trapper
Why wouldn't they try to fix lag issues and player's perception? Maps need reworks, Bubba, Legion and Clown too, but this "lag issues" are not biased, it's a common problem, have you played against teleporting survivors? damn... I hate those! They used the survivor perception as an example, but this will also fix things for us killers, they need to work in communication skills and examples for both sides, I give you that
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I mean the fact that hit detections are based on the killers side, even on dedicated servers, would surely indicate it's not?
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I think you're confusing asymmetrical balance with bias.
I will say however, their "hit dressing" system is garbage. On Xbox, I've had times where a Survivor can run back and forth on the same axis in front of me, and if they do it fast enough, "hit dressing" will freak out and just flick my camera back and forth while also denying me the hit. This can go on for an entire chase and cost me the game.
I think it's a combo of the hit dressing, latency, and bad console frames.
Entire games costed just from a stupid mechanic that doesn't work properly.
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But, what they did not mention and skipped right by, were the instances where the auto-aim goes through the motion of "auto correcting" the camera, but the hit either is not detected in an open space, or it auto corrects itself into colliding with terrain or debris in the environment.
You may want to rewatch that bit. We specifically stopped to mention that this does happen, and it's unintentional. We want to fix that.
As for trying to reduce latency, this is not bias in the slightest. If anything, it's biased towards the killer side since latency has zero influence over their hits (you see it, you can hit it). Killers already get the optimal experience when it comes to hits since they are not subject to latency, so there's nothing for us to reduce there. This change will not make the killer experience any worse. It's purely to show both sides closer to where they should be.
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They actually DID talk about hitting random objects. They explained how it corrects the angle, but if thersa an object between the survivor and killer (as in a sharp corner, the exact example they used), it can cause unwanted effects, and on top of that THEY ARE AWARE OF IT AND WANT TO FIX IT.
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The only one biased here is you and this post makes zero sense. Making hits look more fair is a great thing for the game but congrats for turning that into another useless "devs are biased" discussion.
They also did address the problems with "auto aim" as a part of the Q&A.
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yeah actually those two ITs just answered like 15 questions differently, but to be honest they could literally say.. yes its because dedicated servers.. thats all.. yeah sure they cant say that, devs know it, we know it so why lie ? yes they are bad and yes they hurt the game..
but for me it was actually education and thanks for making that dev tech stream happen.. so lets summary it problem are dedicated servers and lets hope they will do their best.. honestly please please lets jump to rework maps to be smaller and rework useless killers, maybe create like 1 min early game, or new objective - honestly the get braindead survivors so hard that survivors will complain to any other objective other than m1, even everyone hates just holding m1 while doing generator...
hopefully new killer will have some secondary objective..
and yes everyone in theri mother knows that devs are HEAVILY survivor biased, but in this dev stream I didnt feel it.. but please @Peanits - talking about last dev notes with destroying ruin never ever ever released into public so biased dev notes, even for killers or survivors, becausehalf of that rage fire which was on forum was becauuse how brutally biased were wroten, it just hurts this game... :)
but good job with last dev stream :)
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Killers this year have been stronger than before, killers kill rates through the roof, EGC which now massively favours the killer, DC penalty which impacts survivors more, gave most of the adjustments to Ghostface which killers wanted to the point that he's flat out broken for survivors now, instaheals nerfed into the ground....
Change Ruin though and oh no now they're massively survivor biased!!!
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Not gonna lie. I enjoy this QnA a lot more than the last
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Aim Dressing was literally made to compensate for bad hotboxes... This is the biggest workaround I have ever seen...
Just fix the damn hitboxes! Its not that hard.
I know better hitboxes require more power, but a CYLINDER hitbox in 2020 is a joke... There are games with way more complicated hitboxes, terrain, physics systems, more players and more objects to render and these games work. And these games are based on Unreal Engine too.
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"it's biased towards the killer side since latency has zero influence over their hits (you see it, you can hit it). Killers already get the optimal experience when it comes to hits since they are not subject to latency, "
I've had survivors lag and jitter around making me miss my attacks on them; when you down a survivor they teleport like 15 ft randomly sometimes making them hard to find, and when you grab someone they often cancel out of the animation and keep running. The killer is definitely affected by latency.
In regards to just hits though, I've had survivors themselves lag around and teleport, causing me to hit walls or stun myself, lose my power, etc...Not Dead hard just lag causing them to shift around making me miss so the killer IS still affected. Sure if he hits he still hits, but if they just suddenly teleport forward (Not dead hard) and you miss because you swing not expecting lag, it's more or less the same thing.
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