http://dbd.game/killswitch
DBD servers should only be used for everything but gameplay
We asked for dedicated servers but why is the game configured for gameplay to go through the servers and then trying to patch something that isn't patchable...
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I'm very confused by what you mean by that, but this sort of thing should be fixed with the server side hit validation which we'll be testing in the PTB. Basically what happened here is that the killer briefly lost connection, but they still have the authority so they got the hit anyway. With server side hit validation, the server would look at that and say, "There's no way you could hit that guy, he's way too far away." and reject that hit.
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Dunno whats your point here. If the server isnt the host, its the killer (just like until Q4 2019). Back then if the killer lagged / used a VPN / Lagswitch Tool, the survivors couldnt even move. Now the server is the host, but hit detection is done on the killer side (like you've seen in the clip). So in case the killer lags, survivors are just going to run straight, he's going to hit them on their end and tells the server "I hit survivor XY".
With the new change on the upcoming PTB hits are going to be determined from the server. Meaning that if the killer lags and the survivor position wont be updated on his end, the server is going to decide if that hit was legit or not. So the server gets the information that the survivor is already far away while the lagging killer sees the survivor right in front of him. But it wont count as a hit, bc the server decides if its legit or not.
This is how dedicated servers should have been from the start tbh. Dunno what you mean about the "trying to patch something that isnt patchable".
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Hey didn't you literally make this exact thread before?
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I hope after dealing with hit validation you BHVR may fix the not-grabbing-neither-hitting problem from killer pov.
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Is there movement validation as well? So killers and survivors get rubberbanded back to the last known server position when they lag?
Because lag switches effect movement as well. And when hits are server side checked but movement is not, you can easily exploit that. Just lag as survivor and killer can't tell where you are and will miss (thx to server side hit checks) or lag as killer and survivor has no idea where he is and suddenly gets hit because it was fine for the server.
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Interactions are on the to-do list as well. It basically stems from the fact that they are no longer in the interaction and can't be grabbed, but that info hasn't reached you yet.
When your connection drops, you stop sending info to the server. If you freeze in place, the survivors keep moving. When you hit them and reconnect, the game's going to check where you were when you lost connection, check where the survivor is (far away, they're still moving), then deny that hit. To put it simply, lagswitching won't work. The person doing it is always going to be at the disadvantage.
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I hope it isn't too late to look at this path I have linked below. The one we have taken with DBD currenlty is only an illusion of functioning to one side and unless the foundations are changed will never work fairly.
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is the hit validation being testing right now on the ptb? or is it on a later date
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Will you guys also apply the same to survivors? So they can longer pull the plug of their Internet to deny hooking?
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