The final fix for latency issues and ghost hits
Currently, killers have priority over survivors with regards to scoring a hit: consequently, the presence of dedicated servers does not solve the problem of ghost hits. It has been said that it would be terrible if the killer weapon crossed the survivor's body without hitting it, but in truth it is not a more serious injury than being hit from meters away: in both cases, the outcome is unfair, contrary to the game mechanics, and can distort the trial result. The controversy over which injustice is greatest is vain: each party will argue in its own interest.
Instead of debating who suffers most from this problem, I would say to eradicate it in a reasonable and fair way for everyone. The problem arises from latency, and the solution lies in latency. The referee who decides if a hit was scored must be the server, not the perspective of the killer or the survivor: the reference time, the unit of measurement, must be what is reported to the server. The server knows the latency of both players at every single moment, therefore, when the situation is doubtful, the player with the least latency must prevail: the server calculates, decides the result, and the perspective adapts to the decision. Having a worse connection can depend on fortuitous geographical circumstances and it is not a fault per se, but neither can it be a privilege: in an online game, network efficiency is a fundamental feature. Furthermore, even being a killer is not a privilege: both roles have the same dignity, and it is not tolerable to give a player the opportunity to exploit network tricks to obtain an irregular advantage. Between the survivor and the killer, the winner must be the server, based on the criterion of the least latency of one or the other player during the weapon's animation.
Comments
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That's what every other game does
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I'm sorry, this suggestion doesn't solely benefit killers, so it can't possibly be implemented into the game. That's not how DBD works anymore. It's a great idea tho. 😉
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The quickest way of transmitting what movements/actions are being done on each players client/computer should be done p2p (point to point).
Playing through an extra third point/dedicated server only adds extra latency.
Clients/computers should transmit to each other but keep the dedicated servers updated.
To ensure there is no issue with lag/cheating dedicated servers monitors connection and each client/computer reports connections to the dedicated servers.
This game requires very low latency which hasn't been configured with dedicated servers, simply saying this is what a killer sees and this is what a survivor sees is only giving a half truth.
Additionally killers grabbing survivors e.g. off generators is most definately survivor sided and jumping in and out of lockers is now pointless being grabbed from within the locker.
Simply configure the game correctly with what goes through to the dedicated servers and to each client/computer and the game reactions/lag will improve dramatically.
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On the contrary, it's good for both sides: the server would be impartial, like a judge.
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Yes please.
that would be much more fair..
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This. I don't care how it looks on the killer's screen when I'm being hit 10 feet away from the window. If you have bad ping you need to be getting the short end of the stick.
When dedicated servers were announced, I thought it was going to work like this. It definitely should.
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Yes, I've always said the server should be the sole authority.
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I totally back this because I've recorded countless times being hit by nothing. Its the one thing in the game that should work indefinitely is actually landing hits to hurt someone. These killers should not be using telekinesis it's not fair lol
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-Let's implement dedicated servers so no one will suffer from others bad ping.
But also, killers need to have consistency, so fu** you survivors, they will have the last word, despite of your good connection.
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The survivors do not exist, it is useless to insult them: they are packets of data closed in a computer program, anonymous binary sequences of instructions in a flood of commands and mechanics. Behind the survivors, however, there are people in flesh and blood, very often the same ones that on other occasions maneuver the killers, and they have regularly bought and paid for a game, which must give them the same fun that their opponents have. The servers must be the final authority, otherwise what sense has it made in spending money to implement them? They must guarantee a smooth experience, correct interactions, and all and only the truly successful hits.
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