Hit Validation Feedback
Server sided hit validation has been in place for a short while now, interested in hearing people's feedback of it. Any unusual hits, video evidence would be good to show plus in game ping if possible.
Comments
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My personal feedback as survivor is that it's more or less the same. Console killers tend to get hits they really shouldn't and killers from other regions are very heavily favoured, although there do seem to be less of them.
As killer, I haven't felt like I've been cheated out of many hits,except in edge cases where I play a killer like billy and the camera decided to rotate 180 degrees into a wall when my mouse didn't move and a survivor was directly in front of my saw, and grabs even seem ever so slightly better, which is nice.
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If you hadn´t mentioned it, I wouldn´t have noticed the hit validation Mandy. Runs smoothly as always in this regard, but I´ve got good ping.
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I notice no difference. I'm almost always around 40 ping. My hits as killer all connect, I still get some weird hits as survivor as I did before, and unfortunately dedicated server nonsense is the same. I vomit on survivors who react as though they're being puked on but stay uninfected, and grabs rarely work.
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Validation was running really good untill they disabled due to Oni. Since then it almost dont work at all. Im playing on 30-40 ping with no package issues.
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I'm not sure it's doing anything to be honest. My experience hasn't been worse but I have still noticed killers getting really awkward hits on pallets and windows from time to time. Experience as killer has been the same as far as I can tell too.
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I notice no difference either.
The FIRST hit validation I noticed nothing but positive changes and that got scrapped quickly for some reason. This new one does nothing for me.
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It's no better or worse than lag switching in the old p2p system. As others have already said console and killers from other continents get favored with very late and suspicious hits.
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I don't notice any difference, I still get hit by things that shouldn't really connect when I'm playing survivor, especially around pallets and windows.
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i get hits like this a lot. i dont think this should have hit me with a 47 ping (EU servers). the hit doesnt connect at all.
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Seems the same as survivor. Smaller killers like Freddy and GF still getting hits that it really feels like they shouldn't. I've had maybe one or two lunges into vauits where I'm clearly hitting through them. I assume thats lag on my end and validation is doing its job. I don't really get those last frame hits through a pallet where I go "should I have got that?" anymore
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My experience has honestly only been negative. As killer (especially Nurse), a lot of my hits are being completely robbed from me whilst as survivor the experience has, somehow, gotten even worse. Players with bad connection still get hits they shouldn't do, players with good connection are punished moreso than usual and honestly it just feels bad to play.
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I've noticed zero difference. If the killer has high ping, I'll still get hit through windows, pallets, and so on. Huntress hatchets will hit me round corners and even through walls.
Meanwhile, when I play killer, quite a few of my hits go through survivors without being considered a hit, despite my ping being around 30-40ms.
This "hit validation" honestly feels like a placebo.
9 -
I don’t notice any difference as survivor. I still get situations where I see the killer swing and hear the sound of them whiffing and then I take damage anyway. Still get hit through windows, after pallet drops, etc.
As killer my experience is worse. I have a very good connection, I’m close to the server and my ping is steady, it’s basically always 30-40. And yet I get situations where I clearly hit a survivor in the centre of my screen but the attack goes through them. It feels awful.
I don’t have any video clips because I don’t record while I play, but I’ll try to remember to do that so I have some evidence of what I’m talking about next time I feel inclined to try and struggle through a killer match.
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Yeah If it wasn't for the oni bug I would have assumed they were trying to trick us. Still getting hit from miles off.
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Thank you for making this thread. I normally play killer, but I also had the opportunity to play a good deal of survivor due to the archives since Hit Validation has been (re-)activated.
TL;DR the mechanics is either not working as intended, or the parameters are so lenient that it might as well being disabled. And by lenient, I mean extremely so.
MY SETUP: I play on PC Steam using an Ethernet cable to my router and I connect to the Frankfurt server. My ping is 32 very stable as both killer and survivor, without packet loss. As a matter of fact, I can hop in a lobby at any time and that’d be my ping. Out of habit, I always check my ping before readying up.
AS KILLER, I really didn’t notice anything besides the usual
autoaimaim dressing. I can tell you that I have to play 200% around Dead Hard, because it works perfectly against me, even if I’m against the back of the survivor. I can hardly recall smacking someone and they transition to the floor without animation (i.e. hit through dead hard). However, that was a thing even before hit validation, fwiw.ABOUT SURVIVOR: you can watch the footage I collected below with some details explained. These are only a few of the most egregious instances I recorded. Considering that we weren’t told exactly how permissive the validation parameters are (i.e. “In situations where the Killer has a poor connection to the server, the server will step in and evaluate their hits to make sure that they are fair”) I didn’t include the usual ‘dedicated hits’ through pallets and windows that I guess everybody is used to. I wanted to show examples where it is absolutely impossible to misconstrue the hits as being ‘fair’, to use the devs’ wording, and yet those hits were being consistently validated. As a matter of fact, I’ve never seen a killer going through the weapon wiping animation without the survivor taking damage since re-activation. Also, Dead Hard exclusively makes me exhausted on the floor cancelling the falling animation, if not used for distance. But that’s hardly breaking news.
NOTES:
· In no example Coup de Grace was equipped.
· The killer in the TWINS grab was a streamer from a region away from the server. I’ll leave it at that. I’ve also seen an Australian streamer getting grabbed like that.
· The Freddy was a crossplay, so it was impossible to determine their area.
· The Nurse is from an area more than 4800 (yes, four thousand and eight hundred) km away in a straight line from Frankfurt and they should’ve been connected to Indian servers. Their profile is also full of comments referencing hits from afar, so not their first rodeo. During the trial, they also had all sorts of desync issues that go beyond the scope of this thread, such as chain blinking during fatigue.
For reference, this is an example of a killer with excellent ping. No hits after the locker animation is completed, even if in frenzy, that has notoriously wonky hits. They had normal reach on basic M1s and lunges and they didn’t get dedicated hits through pallets.
In the spoilers there are other examples I saw from content creators.
This is Zubat’s last vod. His ping: https://www.twitch.tv/videos/843946024?t=02h38m52s
The hits: https://www.twitch.tv/videos/843946024?t=02h40m17s and https://www.twitch.tv/videos/843946024?t=02h38m21s
And yes, apparently the killer was on the wrong server. But still validated.
This is Battleguy, one of the best Hillbillies NA, playing with his SWF. Notice that the VOD is already from when hit validation was re-enabled.
You can see the survivors' pings at https://www.twitch.tv/videos/834867870?t=01h07m49s (you need to pause the video).
Notice the hits (or whatever that was) at https://www.twitch.tv/videos/834867870?t=01h07m02s and https://www.twitch.tv/videos/834867870?t=01h11m41s.
You can hear the impromptu reactions of the other survivors on comms as they too saw the massive delay on the latter.
Notice the extremely delayed stun at https://www.twitch.tv/videos/834867870?t=01h09m56s .
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My experience with hit validation has been... mostly okay. Although I tend to observe that killers with worse connection tend to get a lot of hits that they shouldn't have.
Here is a slowed down clip I had from playing today against a Freddy, who according to their Steam profile was from Hong Kong (I am on US West Coast).
I don't know if it's just me, but it doesn't seem like it should have gone through as a hit... Especially with that strange warp to the other side of the pallet.
Post edited by yocow on9 -
Hit validation has not worked very well in my experience. Overall i think that the first hit validation test was perfect except for the huntress issue. The hits were always clean, worked against cross-region VPN users, but now they don't. Hits are somewhat sloppy from players in your own server region (depending on killer ping) but acceptable. My main issue is the cross-region VPN players that have a HUGE hit advantage because the hit validation doesn't come into play/work when its 2 different server regions which is ridiculous. I'm not sure why exactly hit validation doesn't work with cross-region VPN players, but its an annoying issue for US-WEST servers.
Example of a cross-region VPN user getting an unfair hit, but hit validation counted it anyway. (My ping that game was roughly 30-33 stable)
The killers steam profile said they were from China, and their current and past usernames were in Chinese, so my guess is that they were using a VPN to play against US-WEST/NA players since hit validation doesn't work against VPNs.
I would slow the clip down if i could, but i hope this was a good enough example of the struggling experience that hit validation is. (There were more instances of this happening, but i only recorded this one because it was extremely obvious)
-Edit: I'm coming to the realization that hit validation rewards bad connection over good connection to a server as seen in this clip ^ and the ones above mine. (Just to add, you can tell that i wasn't lagging in the server as my character did not do any "glitchy" movements or teleporting of the sort when downed, like how it usually does when you are lagging.)
Post edited by YoyoDBD on13 -
Since I gave this feedback, I've had a string of dodgy hits through pallets (pallet down, killer gets stunned, they then swing, appear on my side of the pallet, hit me, and back on the other side, in the middle of the stun animation) and I don't know if this is because something changed yesterday or if it was just really unlucky.
I also forgot that in the last week, I have had a couple of grabs on me where I'd vaulted a window (that should have been a fast vault but somehow wasn't after running in a straight line) and while running, I was pulled back into a grab.
Edit: I also forgot to add, my ping is consistently 30-40.
Post edited by SunderMun on3 -
Same with me.
Honestly with hit validation fully released, hits like this shouldn't exist:
If she would've gotten instantly stunned after the hit, then I would call that fair or a normal dedicated hit I guess, but with the delayed stun and repositioning of her model, she was the one whos latency was behind the servers. Isn't the point of hit validation to validate hits that are very close to or exactly on the servers latency? I've hit survivors right when a pallet drops and seen other people do it and I call those normal fair hits, but this doesn't seem like one to me, maybe I'm just going crazy, but yea this is a problem that needs addressing.
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What in all that is holy was that hit
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Just to add to my previous post this was literally the match I just played (the clip name is not mine it's just from my stream)
Hit validation isn't functional and it hurts me inside
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Anyone willing to explain this one?
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Terrible still favoring high ping killers, but what did I expect. With no offense give up on hit validation you guys are never gonna fix window hits.
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I grabbed a survivor off a gen today! Sorry I don't have video proof but it really honestly happened.
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I'm sure that never happens (insert sus emote here)...
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I haven't seen much difference as a survivor, but as killer I've had some really wonky stuff happen. Survivors mysteriously phasing through hits is the biggest wierd bit, that's happened a couple of times in the last few days (basically yesterday and today). Not common by any means, but definitely something that's happened. I've also not seen any difference as Plague, I still get survivors screaming and not getting infected/damaged, which made me big sad because last time hit validation was tested she played perfectly for me. Average 60/70 ping going against players with 20-30. If that's a major factor contributing to my experience I hope it gets changed, because it... Well, kinda doesn't seem fair. But it would explain who I haven't seen any killers lunge and miss as a survivor, since I'm the one with the higher ping (usually).
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I forgot this was a thing. Nothing really weird or annoying has happened to me lately, either side, and I haven't noticed a big difference. When it first, first got turned on I thought I was doing better at hitting people when they 360 but that might have been my imagination.
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PC - I can't tell you how many times I've hit the vault and not the survivor while they're IN the window. I've hit obstacles behind survivors while they were in the way (no Dead Hard). Hits square on the back of survivors don't register often enough. Grabs off generators are next to useless.
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I didn't think to mention it earlier, but yeah I've basically been completely unable to do grabs. Every time I look like I'm about to get it, it starts the grab anim, then freezes me in place, and then the survivor peels off unharmed. It sucks.
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I did not even notice...
A few days ago I was hiding behind a tree and a hatchet got thrown and managed to hit me through the centre of the tree. Today, I was going around a rock and the killer hit the rock but somehow hit me? and today I was going through a window and they missed me entirely but somehow downed me.
Usually the problems with hit validations for me personally are to do with rocks, windows and pallets. Unfortunately I have no video as I do not record (since I usually have no reason to) so yeah.
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I haven't seen anything changed since the hit validation came.Everything is still the same.Hit validation is nothing but a crowd of code and payload right now.The ping owned by the killers still gives the killer an advantage
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My apologies as I don't have any video evidence to upload, but I haven't experienced any change. I'm still encountering hits that are registering after what should have been a missed attack. What I mean by this is that you will clearly see and hear the "whiff" of the attack, but the hit will register anyway after the attack has already played out.
The hit validation also seems to be screwing with dead hard. At times it seems that it's a coin toss between the hit and dead hard. Sometimes dead hard will register, but it won't play out because the hit won the coin toss. Don't know if anyone else has experienced that, but I have on more than one occasion.
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It was looking good up until they disabled it for the Oni fix and now it's screwed again. Getting hit through pallets 100 out of 100 times unless the killer's player lives in the same room as me. The benefit towards high ping players persists and is infuriating.
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It’s been working great for me on PS5. Hits that looked like they were going to miss because of a random object being nearby actually didn’t. I was shocked that those hits were connecting because I was so used to the game choosing to hit a rock or tree instead. I’ve only had one bad hit where the game hit a window instead of the Survivor vaulting it.
As Survivor, I’ve only had one really bad hit, but I think that might have been a problem with something else (unless Clown now has a short range teleport).
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Feels noticeably worse as a PC Nurse player, especially when the survivors are on a different platform. It seems like if there is any question at all about the hit, the game will lock my lunge onto the nearest object instead of the survivor. Auto-aims onto objects seem to have increased by a ton. My ping is a consistent 40ms to NA East.
Hits from console killers or higher ping killers still look really bad from the survivor perspective. I'm not sure what hit validation is actually doing. You're still at a clear disadvantage for having a good internet connection
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The hits on this game suck.
I'm on ps4 and if I gp up against pc. Half my attakcs miss or even more miss.
The hits ps4 > pc are a joke. The ones that should hit don't connect. Basically us ps4 users are at a disadvantage.
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My grabs are missing aswell. I can go up to someone on a gen. Get the grab animation and the survivor has already ran off.
So ive already lost 2 second because of this.
It happenes in windows. Pallet vaults and lockers.
Needs fixing
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The last game I was in was with 4 swf on pc. All escaped t bagging me at exit gates. I've disabled cross play for a bit until the hits are sorted out.
I can't keep missing hits like this or grabs.
I missed probably 10 hits in the last game and 1 grab.
The only way i'm re enabling cross play is if i get bored of swf group on ps4.
My hit problem is ps4 > pc
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All these examples in the quote are issues that I still experience. (My ping is a steady 50 through ethernet). Granted from the hit validation video only showed a horizontal distance check, any issues listed below may still be expected to occur.
Survivor
After hit validation has been enabled I haven't seen any long distance hits (the worst case hits). Vaulting windows at T/L structures and shack has become slightly safer. Current awkward hits (listed by frequency):
Vaulting from a higher floor to a lower floor.
Pallet stuns.
Juking the killer to swing the wrong way, I've still been hit when the killer is facing away from me.
Killer
This is where I see hit validation has an impact (Again, steady 50 ping before and after). It feels like I get fewer hits from lunges than I used to. (I used to get lunge hits from an additional meter away). It hasn't really changed the results of the match, I just use lunge attacks in fewer situations than I used to.
Net change for killer: I have to be slightly more precise with lunge attacks
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Favor killers a lot.
No point to play, i just kill myself or dc.
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I've routinely found that when I pull back when just about to hit a survivor, the lunge "connects" and cuts short while the missed attack animation plays and no damage is dealt without me ever letting go of M1.
Generally, it feels like hits should register around .20 of a second sooner than they do, because I now tend to get more hits through windows and such that look like they shouldn't hit (due to final survivor and killer positions across windows and the like) but end up connecting anyway.
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I honestly think its been turned back off on the quiet cause hits are the same now. I have 40 ping in game and im nearly always getting hit from too far away. There's no way the killer has lower ping than myself as I have the lowest ping of my friends (swf) so whats up with that?
In one of my recent games there was a teleporting ghost face who was able to get hits no problem. In one instance the pallet was completely down, he got stunned, and then i took a hit. This has since happened in other games but the killer wasnt anywere near as laggy.
Post edited by JayDoesGames on1 -
A little late but this game took place on December 10th.
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When is ps4 to pc going to get sorted?
The pc is miles in front of the ps4 users. The ps4 is at a constant disadvantage when vs pc users.
Sort this out.
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My friend:
Me:
Killer was a russian in EU servers
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Do you play via cabled PS4 or Wi-Fi ?
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If I'm being honests both of those hatchets hit. However, from what I've seen hit validiation isn't really doing anything.
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both of those hatchets hit
Hatchet 1:
Hatchet 2:
Both of those hatchets hit.
Both of those hatchets hit.
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They did hit. You're just getting thrown off by the animations. The indications for hatchet hits are very poorly-made because the were originally designed for p2p servers.
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"They did hit"
No. No they did not.
I don't know how many different colours I need to circle them in to show you that those hatchets and my character model did not connect.
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