what is tick rate helping
I find it impossible to dodge hits anymore. Killers are getting bs hits completely behind them still. what should be a dodge the hitbox connects. Im no longer getting in decent chases with killers because most only last a couple seconds because i cant dodge hits anymore. Im not sure increasing the tick rates are supposed to help any kind of hit verifications for survivor seeing as its worse than before validation was added.
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The server checks with the game clients 60 times a second instead of 30 in order to more accurately know what is going on and display proper feedback.
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So this only influences connection quality to the server. Nothing to do with subjective ISP or the killer's connection? Cause im wired into my router and pulling somewhere around 600mbps. I just literally cannot 360 in chases or dodge a killer's swing anymore. its impossible now for some reason.
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before the patch now (so those few days between the tick patch and 4.2.0) it was pretty fine. no weird hits for me, on either side. only lag came from 'communication hiccups' between pc and console. but now.....
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That would be less a problem of tick rate and more a problem of hit boxes. Since hitboxes are universal for every killer it means that stuff hits when it very clearly shouldn't going by where the character swung. Best example is freddys glove.
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i just find here recently game after game after game i cant dodge swings anymore and make the killer whiff. i get like higher ranks equating to more conscious killers and killer mains but even then in the past i could dodge but it seems lately its near impossible
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Thats the problem with the tick rate being improved but hitboxes not being improved. You can have a 360 were the tick rate moved the janky hitbox into you, thus possibly creating more scenarios in which you get hit when it doesn't seem like you would.
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It's a mixed bag. It CAN be a result of higher ticks, but only because the Killer has a more accurate representation of where you are and is therefor less likely to miss. If you take a sudden action on a 30 tick server, there is a split moment where the other player does not see that sudden action. In that time, they may have attempted a strike that in fact missed you because on the next update, it is revealed you weren't there anymore. On a 60 tick server, the feedback is twice as fast, making such a scenario less likely.
Otherwise, it's a hitbox issue. Hitboxes are separate from the character models, and changes to the core code of hitboxes, animations, etc, can create a visual desynch between what is going on in front of your eyes and what is going on in the combat mechanics. This kind of issue can sometimes be cleared up rather easily if intended changes are working incorrectly, as it means they simply need to be reviewed for error and fixed. If they were not adjusted, however, it means something else that was played with created a sort of chain reaction of small bugs, leading to a desynch between hitboxes and what you see.
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that totally makes sense i was trying to just run in circles though in game earlier and its more jerky now and less smooth and you cant run in a circle as wide or as quick as you used to and i play on the highest sensitivity because im on console. I would imagine that pc players have more mobility as you can swipe the camera behind you with a mouse, but the movement and mobility as a survivor just feels awkward now when running almost like in video games when youre running on ice it feels like theres less traction now for some reason.
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