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Apparently you can lag switch to counter decisive strike
Had a killer who was obviously lag switching during key moment in chases (mostly before vaults to get illegitimate hits).
But what really got to me was what they did during my decisive strike. The killer picked me up, and toggled their lag switch to freeze in place. My decisive strike skill check went off, but the killer was still frozen with me stuck on their shoulder. Literally 5 seconds later (no exaggeration), the killer finally dropped me and immediately swung at me.
When the game's network code is so awful that people can lag switch their client to do things like this, then something is terribly wrong.
Comments
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Finally the counterplay I have been looking for. Just need to dust off my old switch of lag! /s
But yeah, I haven't seen lag switching since old school CoD. It brings me back.
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Most people just use software nowadays, much easier and you can just set it to a keyboard toggle.
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People used to lag switch on p2p connection I remember. It was really annoying
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Wasn´t the main selling point of dedicated servers that lag switching wouldn´t exist anymore?
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i thought so too, but it still feels like the base network code is designed for peer-to-peer, and it doesn't seem to matter what's happening on the server as long as the killer sees himself hitting the survivor on his client..
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I knew it was a bad idea to change a p2p game to dedicated servers.
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How about where you hit DS but nothing happens? Is that lag switching or something else? Iv been abit confused when I clearly hit it (get the noise and everything) but the killer just keeps carrying me
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I don't know if it was a bad idea, but they can't just slap everything onto dedicated and think it automatically fixes their game. They need to re-write the base network code to verify everything on those dedicated servers, instead of still verifying things on the killer's end.
There's a saying when it comes to network programming: "Never trust the client". Meaning, any action, variable, state or check done client-side can always be modified, hacked or exploited. The only way to make sure it's not messed with is to perform the check server-side.
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easiest fix I could think about:
if player.latency > 1000ms
player.kick;
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or some type of message....
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Some games have done it well. For honour went from p2p to dedicated pretty smoothly
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But you can´t compare Ubisoft with BHVR. Ubisoft is huge.
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Yeah that’s the problem. Bhvr seemed to half ass the servers which is why perks like DH don’t work
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Most of the issues we have now, were caused by the change from p2p to dedicated servers. They had to rewrite a lot of code and originally weren´t sure that its even possible.
Sometimes i think it would have been better to make a new game from scratch and allow cross progression.
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I think they are planning a rework for DH. Simply to make it work with dedicated servers.
But honestly, if they can´t keep lag switching out. Then the biggest argument for dedicated server loses its point.
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