http://dbd.game/killswitch
Finally got a reply to my Dead Hard validation ticket - Official response added on P2
...and it was a response to someone else's ticket :(
I've replied so the ticket is reopened, but given the response time it's been taking so far (ticket + clarification + wrong reply), they must be super swamped :(
I'll update this if I get another reply.
Comments
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"We read your concerns and have applied the same broken validation to survivor vaulting as well. No changes have been made on the killer's end."
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If it was to my ticket, you can go ahead and tell them, "Nevermind."
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mm it's moreso how the implement it.
giving players visual and audible feedback while not actually landing hits is AWFUL.
when people say they don't want more validation, it's because their current validation is extremely deceptive and frustrating for lots of players.
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And the client doesn't retain enough memory to roll back power uses and give the correct outcome. Hence, powers getting swallowed, Victor getting dropkicked, etc.
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You really believe that don't you. DH validation is horrible on the killers end and being abused...but what doesn't get abused in this game.
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I mean it's real fair when you've vaulted taken a step and the killer hits you from the other side of the window lol
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There is a straight-up bug in the game that existed with the Pallet change. They didn't fix it and used the same coding to change Dead Hard, duplicating the bug. You want them to add that to vaulting, which doubles the problem again (vaulting windows AND pallets).
How about FIXING THE BUG BEFORE YOU MAKE IT MORE WIDESPREAD
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Well. I guess someone else got the response to my ticket as well -.-
i just want my Ugly Sweater back…
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Everyone on here knows what it is.....Maybe play killer to see what it looks like from their end?
Perhaps take those survivor glasses off. Might help.
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Sure. I'll do that...🤥
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The BUG is killers seeing fake blood splash on their screen and hearing the sound of a survivor getting downed when that is not what the game actually did.
Might wanna actually learn what a bug is before commenting on it.
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...and slowdown.
And wasted resources.
And quite possibly another pallet/window you have to play around, because of the above...
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Slowdown:
The lunge recovery. (not the wipe slowdown)
Potential power channeling slowdown
Potential power use slowdown
Potential power recovery slowdown
(Potentially) Wasted resources:
Power unit, be it a projectile, or a charge of some kind.
Time
Double the time spent on having to break pallets in specifically Nemesis' case.
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I'd imagine you're wasting your time, but the other guy's user name has me cracking up.
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I fully admit I have no idea how it works. I'm not at all inclined to learn about it either, I am just stating my experiences.
Yes, it would happen anyway, but the issue lies with the fact that such is not the feedback given. It sounds like you hit 'em, it looks like you hit 'em, but you didn't. Which causes all that to happen as if you just missed, which didn't seem to happen on your end, making it seem like you just got denied a hit.
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Imagine if there was a bug where every so often, the survivor would see the generator explode and fill the screen with 'can't see #########' sparks, hear the explosion and the scream which prevents them from hearing all other actual cues, and see their character diving away from the sparks. Wouldn't that be really jarring? Really distracting? Possibly cause you to mess up a real check that came up right after it? And wouldn't it be even worse if the devs then made it so you saw that kind of bug while blessing/cleansing totems or throwing pallets?
Yeah, it would. And everybody who says "oh boo hoo the Devs added a bug that affects all killers and then doubled down on the exact same bug" are deluding and embarrassing themselves if they try to hold to "well it doesn't actually affect gameplay."
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They (BHVR) did (previous to this topic) take the time to reach out and ask for examples/if it was still occurring.
Why does my Pig Dash instantly end 0.1s into it when someone Dead Hards and it is validated, costing me crouch time+charge time+whiff?
If it's not validated, I can continue the Dash and hit them after the DH i-frames end.
Why does my Billy Dash end when validated?
If it's not validated, I coast through the survivor's i-frames and can reposition or continue on elsewhere.
Similar things can happen to Blight if you're 'riding' a survivor with Rush to bait DH, Blight/Nemesis/Demo vs DH at Pallets wherein validation costs you a break + distance, Demo Shred, Victor Lunge, etc.
You're pretty good at talking down to people, though, so I'm looking forward to reading your reply.
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Once a game? You mean once every 40 seconds by all four survivors, AND every pallet that gets used in a match.
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Yeah this guy clearly only plays survivor guys cause he obviously doesn't understand this validation he keeps talking about so much
Let me explain something for you
Everyone thinks validation means that the survivor didn't get hit on there end but that's not the truth at all and ik cause I've conducted a experiment
When every time I got validated by dead hard aka hit them mid animation on my screen
I msged them after the game if I could and asked them if they got hit on there end and 9/10 times they say yes
So explain that for me?
Mister you just don't understand validation
Also before you ask I will proved proof if you would like
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You clearly don't play killer so I'll explain it to you.
If you get validated by DH 2 things can happen:
1) You think that you downed the survivor, you look at the ground for a bit only to realise that the survivor actually has been running away this whole time, giving them a free escape.
Or
2) You enter miss attack cooldown, giving the survivor time to reach another loop.
The 2nd one is the most common, and it wouldnt be a huge issue if it wasnt for the fact that the validation eats a lot of killer powers. Blight used to be able to lunge through a DH, now it hits a ghost stopping you on the spot. Similar with Huntress, Plague, Nemesis at pallets, Demogorgon, Trickster, Twins, etc.
Considering at least 3 survivors run DH in every match, this is a bug that killers suffer every single game. Thats why people complain a lot
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This proves you never touched any killer
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i'll leave this in here, not mine, this was from someone else.
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"4 out of 5 players love the new hit validation. Therefore we have amplified this to other aspects of the game."
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Oops
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Exhibit a
Hold up compiling all the others just gotta edit out the names so it takes me a bit I got anywhere from 10-15
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And yet when survivor would get hit/downed while appearing further away, that was a problem? There were countless threads on this forum complaining about survivor hit validation. Instead of fixing the problem, the devs just shifted it to killer.
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The current power interactions have been directly addressed by Support in my previous post. It is, officially, seen as an unintended issue and classee as a problem.
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Forgot to mention Pig and Demogorgon getting their Powers eaten by DH, which actually interferes with gameplay
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This dude has never played killer. Any decent killer knows you could use your lunge distance to go through dead hard distance / invulnerability and down the survivor after his animation.
Now you stop your lunge for no reason because you hit something you are not supposed to hit : dead hard is NOT supposed to eat lunge / power. You are supposed to keep your lunge distance as killer or finish your power.
And if you still don’t understand why it’s a problem, I suggest you try to understand the basics of dbd : chases, healhstates, pallets, windows and hits or play the game more if you lazy to read how it works.
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I hope people will at some point understand this very obvious issue of networked multiplayer games: Every single player sees a slightly different game reality because network latency exists. The information every player has on the state of the game world is delayed because it takes that information some time to get to every player via internet connections. And since it takes different amounts of time for different players, the events on different players' screens can disagree with one another. This is an issue inherent to online networks, and it physically cannot be solved because even at actual light speed information still simply takes time to travel between different locations in space. So unless we are dreaming of networks employing quantum entanglement or spacetime curvature where information exchange might actually be instantaneous in both directions, we will simply have to accept this unfortunate reality and how it affects online multiplayer games.
There are three "perspectives" on game events: those of the respective player clients and that of the server. The events on the clients will be the most affected by latency since information needs to travel from one client to the server and then from the server to the other client. Example: Player A has a latency of 50ms to the server, Player B one of 80ms - in this case, the information either player has on the other player is 130ms delayed.
Of course, the question becomes, if two players' screens disagree on what happened in the game, how do we decide what actually happens? Do you think it is fair if we take the events on the screen of one player and disregard all other screens? That's what DbD has always done and still does in most situations now: whether a hit happens or not only depends on whether it did on the killer's screen, even if on the survivor's screen that hit is completely impossible. That means any latency in any player's connection including the killer's will benefit the killer on hits, because the higher the total latency, the further in the past the survivor model will be on their screen. Using our example values from above, the survivor position will be 130ms further in the past on the killer's screen than it is on the survivor's screen.
The server perspective on the game events is the most real-time accurate, since on it player information will only be delayed by the latency a respective player has to the server, rather than the latency of both players combined. Using our example from above again, the server will see player information at a delay of merely 50ms and 80ms respectively, rather than the 130ms total. It is not only the most accurate but also the most fair perspective on the game events, since players with a higher latency will be at a disadvantage rather than benefitting from their latency. And not only will it therefore not put any player at a disadvantage just because their opponent has a high latency, but the disadvantage the player with the higher latency has is also much smaller than the disadvantage in a system based on client perspective: in our example, Player B with 80ms obviously has the higher latency to the server, however they will only be at a disadvantage of 30ms because their opponent has a latency of 50ms to the server, so Player B's information is only delayed by 30ms relative to that of their opponent. We go from a disadvantage of 130ms to one of 30s, a four-fold improvement. And rather than latency always being to the disadvantage of the survivor player, now it will be to the disadvantage of the player with the higher latency of the two, survivor or killer.
To illustrate this a little more clearly:
Again using our latency examples from above, let's look at a gamestate from a survivor perspective and how it compares to the killer and server perspectives.
In this example, the survivor's real-time position on their own screen is 2.5 meters away from the killer. That is obviously 0.5m more than the killer's ~2m lunge range (6.9m/s * 0.3s), and therfore means the killer at this point in time is not able to reach the survivor and land a hit (which is especially true once we consider that the survivor can make another ~0.33m distance in those 0.3s, but we'll ignore that for simplicity's sake).
Now we look at what the killer player sees at this point in time. Since it takes their own position 80ms to reach the server, and from the server another 50ms to reach the survivor's client, it is clear that their real-time position at this time will be 130ms further forward than it appears on the survivor's screen. Since killers move at 4.6m/s by default, this means their position on their own screen is 0m + 4.6 * 0.13 = 0.598m. The survivor's position on the killer's screen will be delayed by those same 130ms since it obviously also takes the survivor's real-time position first 50ms to travel to the server and then 80ms from there to the killer. Since survivors move at 4m/s by default, the survivor position on the killer's screen will appear to be 2.5 - 4 * 0.13 = 1.98m. 2.598m (killer position + lunge range) is 0.618m more distance than needed to reach the survivor at 1.98m - the killer easily lands a hit on the survivor here, even if we account for the additional distance the survivor makes during the lunge.
So our clients disagree on whether a hit should happen or not. What does the server see?
The killer's real-time position on their own screen is 0.598m. Since they have a latency of 80ms to the server, they will be 4.6 * 0.08 further in the past, putting them at 0.23m. The survivor's real-time position of 2.5m will be delayed by their 50ms latency (4 * 0.05), putting them at 2.3m. At 2.23m with the lunge, the killer just barely does not reach the survivor here.
So we have a case where on the survivor's screen a hit is absolutely impossible, on the killer's it's comfortably possible, and on the server's end it's a near miss. Yet in DbD, this will be a hit every time.
We can express the unfairness of this numerically for the example too: Since the killer perspective decides, they have a 130ms total latency advantage putting them further away on the survivor's screen and the survivor closer on their screen - that translates to 0.59m + 0.52 = 1.1m advantage for the killer even though we are at relatively low latencies, and even though the survivor has a lower latency. If the server perspective were to decide, the survivor's position would only be 0.2m further in the past and the killer's position 0.36m, meaning the advantage would shrink to 0.16m, ~86% smaller of an unfair impact that latency will have. Of course, in this case the survivor would have that slight advantage, due to having the lower latency, but if we were to reverse the latencies for the players, the killer would have that slight advantage, which in this case would mean the hit still happens.
This means that when shifting from the killer client-dictated hit registration to a server-dictated one, we make latency as fair of an issue as it can be for all players and we reduce the impact latency has on game events altogether at the same time. Additionaly, once the server is the authority on hit reg, networking techniques can be employed by the server to further reduce the impact latency has on the game, such as lag compensation, a technique where the server will calculatively roll back the game state according to player latencies and check whether a game event was valid or not at that time.
And yet, despite the game favouring killers completely unfairly one-sidedly on hits with regards to latency, and despite this being something that benefits 1 player over 4 others as well as something that can actively be exploited via the use of VPNs and laghacks and the like, and despite the server being the objectively most fair perspective on the game, and with only 2 interactions (stuns and Dead Hard) having been moved to the server authority, people complain that letting the server decide on things is unfair...
If you want to see unfair, I invite you to imagine a reality in which DbD did the opposite of what it has always done and still does now, and looked at the survivor's perspective in order to decide whether a hit happens or not. Now if you as a killer have a high ping and/or the survivor you play against does, you could never swing at them from actual lunge distance, you would always have to account for latency and make sure you are much closer to them before you can secure a hit, and often hits would simply be impossible to get despite seeming perfectly possible on your end. Just like survivors in the actual reality of DbD have to account for their own and the killer's latency (which they can't even see) and still get screwed over by impossible hits reguarly. And it would arguably still be much more fair to look at the survivors' perspectives on things, because they are 4 players that otherwise suffer, as opposed to the 1 that is the killer player.
So I'm sorry, I can't find it anything but absurd to see killer-sided complaints about hit reg in this game. To be frank, you have no clue how "privileged" killers are in this game in terms of hit reg. It's a ridiculous aspect of this game and it negatively impacts the playing experience of countless survivor players in countless matches every day, and has ever since the game's launch. If both players are at around <50ms, things are mostly fine, but once either or let alone both players get above that, things start to favour killers on hit reg more and more noticably, and it gets completely ridiculous beyond 100ms. Hit registration should be moved to the server entirely, every single acclaimed multiplayer game from renown studios uses the server as an authority on important game events, even for games that are much faster and more precise than DbD, because it is objectively the fairest and most secure way to do it. And that's despite many of those multiplayer games not even being asymmetrical, meaning that in those games a client-sided system would not even be as unfair as it is in DbD, because all players in them both benefit and suffer from it, whereas in DbD only one side benefits while the other suffers.
Now to speak more specifically to the limited server-sided validation that thankfully at least exists now in DbD:
While it is possible for Dead Hard to "eat" special attacks that in a latency-free environment might have continued to still hit the survivor after the dash, every single one of these instances prior to DH validation simply ended in the survivor on the floor despite having actuated DH on their end. Prior to DH validation, any latency favoured the killer and DH would get eaten every time if the killer hit the survivor on their own screen; now latency favours the player with the lower latency on DH. It's objectively much more fair.
And any instance in which you in the past before the implementation of DH validation hit a survivor after their dash is unchanged, because validation only comes into play if you actually hit the survivor prior to the dash on your screen. Any timing in which you in the past would have hit a survivor after the dash is still the exact same, validation does not change anything about it.
Getting false feedback on validated hits cannot be solved without delaying the feedback on every hit. Your client detects the hit and gives you feedback (blood, scream) instantly, it however takes some time for the server to tell your client that the hit was not valid in the case of an overruled hit. The only "solution" for false hits would be to make the client wait for the server confirmation that a hit was valid, on every single hit, and this delay would feel awful even at low latencies and get worse with higher latencies.
What they however could and should do is play a sound and/or visual notification whenever a hit is overruled by the server, to avoid confusion.
Special attacks getting eaten comes down to very specific timings, and it is not something that can really be solved, it is a compromise of making DH's invincibility mechanic work in a reality where latency exists. Just like survivors can still die despite already being "invincible" on their screen, due to latency. But they could implement killer-specific remedies for some of these instances, such as having the client check whether there wasn't a pallet that would have been destroyed instead if the hit had not happened on the survivor. I think this is possible because it appears that there already is something in place allowing overruled hits to register on another survivor behind the Dead Hard-ing survivor.
Now whether Dead Hard in general is not an overpowered perk that should be adjusted is another question. I would agree that it is too strong and deserves nerfs. But the server authority on whether a hit is valid or not is infinitely more fair and something that should be implemented for the entire game and should have already been with the launch of dedicated servers years ago.
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I think the overriding problem is that the client retains no memory of what it was doing, and the server doesn't seem to correct the client beyond confirming it was a hit/not a hit, and thus: we get all the feedback of a hit including the Killer coming to a dead stop, powers being used, pallets not being broken etc. (the Killer's actions and movement are allowed to stand) but not the hit (i.e. working out who pressed first).
Or, it's not being stateful enough; all it's doing is reporting hit/not hit and positional/anim info. This is not good if you're having all the conditions worked through clientside.
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The server does actually correct the killer client according to the validated reality of the hit not having happened: killers go into missed hit cooldown rather than successful hit cooldown, and the survivor does not get a speed boost.
But you're not wrong, there are things this logic does not correct for, such as the possibility of an attack registering on pallets rather than the survivor, or funnily enough apparently even things like Oni still getting power progress or Franklin's Demise still robbing the survivor of their item. I haven't tested around with this much, but there's definitely some wacky interactions. These are very rare to happen in actual gameplay and only seldomly have much of an impact on the matches if they do, but I do think BHVR should sort these things out, not least because they would obviously have to be sorted out when moving the hit system at large to the server authority too.
But yeah, again, they cannot really solve the false feedback on overruled hits and DH sometimes eating attacks that might have otherwise still connected on the survivor after the dash, not without creating other issues. Maybe for one PTB they could disable client prediction of hit feedback so that players can see what it feels like to have latency-delayed feedback on that, and my bet is that nobody will consider it a worthwhile trade-off for getting rid of false feedback. I really think the easiest and most sensible solution is to play a sound/visual effect alongside the overruled hit.
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I'm not sure if it's really correcting the speed boost part--I assume the speed boost is handled on the Survivor side (you're injured by some hit = speed trigger), especially with Overcome. Overriding which cooldown it should be appears to be the limit of the feedback it gets.
The problem is that, apart from the raw hits and this one cooldown (assuming that isn't also triggered by the Survivor changing to injured, in which case the server still hasn't interfered), yeah--everything else is just left as-is. I'm not surprised some perks/powers continue on perfectly normally since the validation is such a narrow case.
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Well, ultimately it doesn't matter whether it's a killer or a survivor client-sided logic that governs the speed boosts and cooldowns and makes it so they don't happen on validated hits, the only important thing is that they don't. I do think the hit cooldown is handled on the killer client and the speed boost on the survivor client, the clip posted earlier in this thread shows Nemesis starting to go into successful hit cooldown because they have a very high latency, and then the overwriting message from the server arrives and turns it into a missed hit cooldown. But yeah, as that goes to show, even at ridiculously high latencies (red lag icon = at least 300ms) the successful hit cooldown only plays for a negligible duration.
Some other interactions are more problematic, such as for instance Nemesis' tentacle not breaking a pallet in its hitzone upon getting a hit rejected on a survivor, but like I said, these are fairly rare and fairly tame in terms of the impact they will usually have even then. Plus some of these interactions can even benefit killers, like a survivor magically losing their item to Franklin's. They should still be sorted out though of course.
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Dropkicking Victor is probably the most derp one that's allowed to stand, but they're all kind of ridiculous.
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LoL, no..
We could get validation for flashlight saves, how many times have you seen killer actually turned around, but got blinded anyway?
Doc could get validation to actually stop survivors, I have seen them many times not giving ######### about my power and just vaulting / drop pallet anyway.
or actually fix those ######### grabs.
I would love to see survivors getting their actions validated, but I guess that is just a killer's thing...
Validation is really frustrating to deal with. It's just annoying to lose game, because I got validated multiple times when I have lowest ping in the lobby.
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I didn't really miss that attack. I have lowest ping in most of my lobbies (usually under 30ms), so it is not my fault we see different things.
And you really think it doesn't affect gameplay? You can't be that dumb...
Any validation makes chase longer -> gives more time to survivors working on gens. I have lost a lot of games, just because I got validated multiple time. Sorry, but it's just not good to lose, because of survivor's ping. That has nothing to do with my skill. I can take a loss when I made a mistake, but this is not the case.
What validation caused is survivor can wait if killer is going to respect pallet or not and get either free stun, or more loops. Well, validation and vacuum allows this. Which I don't think is good, you should decide if you drop it or not from start, it's just dumb that you can just watch a killer and chose 100% correct. There is no mind game on pallets with this.
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Don't worry we'll get a dlc perk to compensate for it.
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To be fair, if you successfully dodge a Victor pounce with Dead Hard, Victor is supposed to go into cooldown and you can then kick him, the only difference between a pounce that a survivor successfully dodges on the killer's screen and one that the server retroactively tells the killer the survivor successfully dodged is that Victor will overshoot its target in the former case, which can make it a bit more difficult for the survivor to run up to Victor in time to kick him.
But this cannot be solved without compromises, or at all. I'm not sure you got my point that a negated attack that in a latency-free environment might have continued to still register on a survivor after their Dead Hard dash played out cannot be made to work in that same way in an environment where latency does exist. If a successful hit of such an attack on the killer's screen would count no matter what, it would eat DH every time like it did in the past. And if these hits are subject to validation, they cannot continue after they have registered on the killer's screen - in order for that to happen the killer client would then have to undo the hit animations and velocity/position changes and go back into the middle of the attack animation, and then continue it for as long as it would have originally, all the while having to also account for how long the DH invincibility window still lasts so as to not get another successful hit a millisecond later that it would again have to roll back and start animations over. That's just not feasible, even at low latencies cancelling hit animations and velocity/position changes and going back into hit animations would be ridiculous, and more than that, it would cost so much time it would screw with the accuracy of the interactions it is seeking to "solve" to begin with.
A better solution would be to simply remove the invincibility from Dead Hard and replace it with Endurance, so that the hit still does happen on the survivor's screen too. While that would make it impossible to DH through bear traps and to negate Vile Purge or swarms of crows and other non-damaging special attacks, this would of course be a buff for the perk in other respects, so it might have to go along with other nerfs. I think a rework of the Endurance status effect would be good anyway. Namely, either take away the hit sprint from the survivor on an Endurance hit, or make the killer's hit cooldown only be a missed hit cooldown (1.5s) rather than a successful hit cooldown (3s). Or alternatively, reduce both the hit sprint and hit cooldown on Endurance hits somewhat (default hit sprint lasts for 2 seconds, make Endurance hit sprint only last for 1 second, and Endurance hit cooldown only for 2 seconds).
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I have no idea where you got the idea that I don't understand how latency works. I haven't questioned that at all, only possible solutions.
Yes, something needs to be compromised. Or collision detection needs to be reworked--i.e. the client should perhaps calculate what will happen if the survivor's hitbox is removed, which then preserves the interactions that otherwise need to happen or not happen without having to do a power-specific fix for every interaction in the game. Would it inevitably mean weird rollbacks of animations and swapping to other animations? Probably, but that is the compromise for having latency winning out and everything operating correctly: animation jank because the client isn't waiting.
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I think for most of the special attacks we are talking about in this game, the speeds and therefore timings of these interactions would actually be prohibitive to the idea of being able to work with rollbacks and animation transitions. It would simply take too long to yield accurate results. It would be similar to validated grabs being turned into basic attacks - not seldomly the latency on that grab is big enough that the survivor is out of reach for the basic attack once it does happen (I think grab validation should simply take a health state off the survivor automatically, but current grab validation is a "temporary solution" according to BHVR, so maybe that's why they aren't touching it, ha).
Maybe for lunges it could still work kinda acceptably, but eh. Then they should rather do math in the background having the server make the most educated guess on whether the attack would have continued to still hit the survivor after the DH dash played out, and deliver the result of that to the players afterwards. Would still lead to jank where a survivor would randomly fall down after having seemingly avoided a hit, but it wouldn't be on the same level of jank as trying to go through wildly different animations within fractions of seconds.
And that is of course what they should do with the entire hit system to begin with: move it to the server. I suspect one reason why they aren't keen on doing so is that it would naturally cost more server resources to do all the complicated hit calculations that currently the killer's PC is doing.
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Who said anything about proper transitions? Just randomly going from one frame to a different animation is still something.
Yeah, serverside hit detection is another idea. Really depends how much the servers currently need to deal with level geometry etc, I suppose.
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Well, you need time to do transitions anyway, not least due to having to wait a roundtrip time for the server message that tells you your hit got overruled to begin with. That can't happen in a single frame even if we ignore processing times, again, the same issues exists for grab validation where the latency-induced delay before your client even realizes the grab did not work can already lead to the survivor getting outside of basic attack range.
Server-sided hit detection is everything I want, because it would be infinitely more fair than the current client-sided hit detection, and it would also be able to solve some of the janky interactions more harmoniously. But yeah, maybe BHVR is not comfortable putting that additional load onto their servers, fearing it will hamper performance and necessitate having to pay more for servers.
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I never picked up on this, but yeah....You don't push an attack button at all after initiating either dash (Pig or Billy).
They never came back to reply after, though, so they're probably ignoring it/on blast.
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Why do you think DH's false alarm is related to killers's ego?
Killer players are asking for fix. You definitely haven't and don't play killer.
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Except they're not rare in the slightest.
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So what about those of us who aren’t seeing this?
When I get validation for me two things happen, I hear the scream and I also see them dash forward.
I have never seen the fix to DH looked to see if someone was downed. They don’t just disappear into thin air.
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Which ones are you frequently experiencing?
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It eats so many of my frenzy lunges too. As someone who mains legion, it suuuuuuucks.
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