hitbox overhaul
the amount of times that i (and many of my friends) have been hit from behind walls, trees, rocks, or shot through walls/buildings is kinda insane. on the flip side, many things don't hit, when i really believe they should. i am well aware that some killers might need a little help and im not saying make the hitboxes insanely small but its SO hard to want to keep when you are being hit from things that don't connect at all.
i'm unsure as to whether this is in regard to survivor hitbox or various killer hitboxes but the inconsistency with all of it is crazy., and i'm aware that the survivor hitbox is a cylinder that protrudes out the back but it shouldn't mean that people are getting hit from how they currently are. i think the two biggest culprits of this are huntress, wesker, and maybe even oni?
huntress you can literally get hit from behind walls, behind rocks, behind trees, quite literally behind any form of blocking, where it just blatantly misses. wesker, you will be all the way through a window or over a pallet and somehow he can just pull you back over to the other side??? and maybe i'm just a bit dumb and its an oni mechanic where he can hit you when he's not even facing you but i think its a bit silly.
i'm well aware weskers hitbox was changed in the past and then reverted and i believe huntress' was too, but maybe look into changing how the survivor hitbox works? i'm also well aware that it is a latency thing but this happens to me and all of my friends who's connection to the server pretty good
for example: this hit me and i went down because of it, i just think this is a little ridiculous???
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This!!! This is the main reason I've been logging in less and less lately. I'm inside a house and get hit by a hatchet through the wall. Yeah, no.
I vault and die six feet from it.
I somehow stun the killer yet die at the same time.
Until this is fixed I can't bring myself to keep playing like I used to. It's just too aggravating. Please fix this so hits are proper and fair. Hatchets and other things shouldn't be defying the laws of physics and hitting me through bushes, fences, trees and walls. I shouldn't vault, be running and just drop dead.
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This is literally how it works in every game. What would you prefer, the guy having to calculate into the future and throw it to where your hitbox will be in the future + ping?
The thing is, survivors are VERY biased in this topic.
For every window you get grabbed through by a Wesker, another bound ends with Wesker bouncing off.
For every stun you get that ends with a hit, a killer hits, gets stunned but does no damage.
In games, the aggressor has to be the validation source when hitting. Because you can't calculate where someone will be when their data hasn't even gone to the servers yet. The alternative we have to the current situation is that the Huntress would have to throw the hatchet IN FRONT of you.
No. He already has to calculate your speed, direction, hatchet curve and travel time. Imagine if he had to accommodate for your ping and his ping combined too, lmao.
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this has happened to me too!! there was one point where i was quite literally inside thompson house and i got shot by a slinger THROUGH the wall, i've never been so gobsmacked in my life playing this game.
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and i understand that and i'm not saying that i want the survivor the survivor hitboxes to be like a perfect outline of their body so it's impossible for them to be hit, i can imagine this would make the game 10x harder for killers like this, i'm all for leniency and aiding the killer.
however i'm sure you can understand and see how frustrating it can be when a hatchet literally flies straight passed you while you're behind a wall/tree/fence whatever and you still go down, or when you're all the way through a window and already running away and still somehow get hit and go down? i definitely agree in thinking that survivors are biased in this topic, and i think thats due to the fact that we go down for what we believe is a kinda bs reason, but i'm open to hearing otherwise.
i'll admit i am a little clueless when it comes to understanding the whole ping and latency to servers and how that stuff works in this game, so i can't really argue your point, but this type of thing never happens for me in other games at least? like if i'm standing behind a wall in overwatch say, i would never have something thrown at me and it will kill me? to my understanding you're saying that the game just has a delay in registering where the survivor actually is, and where the game thinks they are? (correct me if i'm wrong)
do you think that if dbd hypothetically had more/better servers this would be less of an issue? or are you under the impression that this is something that cannot/will never be looked into?
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This is more of a latency issue and less of a hitbox issue. This is unfortunately a thing in about every online competitive game. This is also why survivors can reveal ghostface through solid walls. However, I do know that hatchet hotboxes are far bigger than their actual model.
Just so you're aware, hits are killer sided. Interrupts like grabs or harpoon hooks are survivor sided. Both sides get an advantage in interactions.
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i understand that and i'm not completely asking for survivors to have tiny hitboxes that perfectly outline their body, but maybe just a little bit more leniency when it comes to this kind of stuff. i'm aware making hitboxes smaller can potentially make it a lot harder for killers like huntress, i'm all for killers getting all the help they need. i also can agree with the fact that this is definitely a very survivor-biased issue, but i think that it's more because people don't understand, and in our eyes its kinda us going down for a bs reason, however i'm definitely open to hearing otherwise.
i'm sure you can see where i'm coming from and understand how this can be frustrating, when you're behind a wall/large tree and still go down when there is no connection to the survivor whatsoever, and you have to take this with a grain of salt because i definitely do not live in the most optimal place for dbd ping (but i still don't think it should be as bad as it is).
i'm a little clueless with the whole latency thing i'll admit. i don't really completely understand it all and i probably never will. however things like this haven't really ever happened to me all that much in other games (maybe thats just personal experience). from my understanding of what you're saying, is that the the game has a delay in registering where you currently are, vs where you just were (correct me if im wrong).
do you think if dbd hypothetically had better/more servers this would be less of an issue? or do you think this is just something that won't be changed/looked into?
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i wasn't aware of that so thank you for letting me know lol. i think the biggest culprit here is the hitboxes of the hatchets, i've seen that image of the hatchet with the hitbox around it floating around recently and it never looked that big (maybe it was old i'm not really sure), and i keep seeing people bang on about how its the survivor hitbox that's big, and has nothing to do with the killer. i can understand how the other stuff is a latency issue though.
i'll ask the same as above, do you think that if there's better/more available servers this would be less of an issue? i know dbd has been having massive server issues lately but i think this has been a bit of a problem for a long time.
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Likely, but DBD has always been infamous for having bad hit detection. Probably a poor tick rate or something.
But yeah, interrupts are survivor sided. That's why as a killer you can grab a survivor off a gen, suddenly freeze, then suddenly the survivor is off running away. From the survivor's point of view, they had already let go of the gen before you attacked. They did this to avoid awkward feelings of being teleported backwards into a grab. As for killers, they made it killer sided to avoid the awkward feeling if hitting survivors and having your slowdown only to end up not actually doing damage.
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Huntress is a bad example. Her hitbox is already chonky, so ping makes it look completely absurd. As far as im aware the hitbox for the hatchet is basically a sphere, the length of the hatchest being the diameter. Frontal hits look fine whereas hits like the one you've shown look more... dubious in nature since the hitbox extends farther on the sides than the hatchet model. Add in ping and you get... that monstrosity of a screenshot.
Hitboxes arent an issue, its more trashy servers.
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Huntress hitbox:
It looks chonky in game because its a circle. frontal hits look normal since it doesnt extend crazy far forwards compared to the model. But since hatchets dont fit too cleanly into spheres sideways hits tend to look like they didnt connect, since the hitbox extends a little farther than the hatchet itself.
Weskers Hitbox:
Its roughly the size as the survivor hitbox. Those crazy hits you see really arent the fault of wesker, but rather the survivor hitbox not lining up with the running animation properly. Wesker PTB hitbox was crazy though...
The reason for those really wacky hits is actually the survivor hitbox+ping. The vast majority of hitboxes in dbd line up with the killers powers quite well. The survvior hitbox is kind of wacky though. While running, the hitbox kind of lags behind your player model a little bit.
So if you combine that hitbox desync with huntress wide hatchets AND ping, you get moments like that screenshot. I would say its most definitely the fault of ping though. Most shots end up looking very legit.
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That thing where you stun the killer but go down anyways is actually the survivors fault. When that happens, you got hit while you were locked into the pallet animation but before the pallet had stunned the killer. So in that very small time frame, the killers hitbox connected with yours and THEN they got stunned. Its easily avoidable by just not dropping pallets if their that close, or predropping it if you are unsure.
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A lot of killers will become much weaker because of this. For example blight, hilly billy and all other killers will become much weaker because the lunge will be smaller, less chance to hit at the board, less chance to hit at the window and so on. This is a major change that will not benefit the game and is not needed in the game.
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killers like blight SHOULD be weaker, but that's not what i'm discussing. if anything he is one of the people that i'd argue is not getting the hits when he should be on my end. i'd just rather have it all a little more consistent across the board, even if the hitbox does say the same. billy is another one where i get hit from literally like 5 metres out, and i definitely don't want him nerfed because i do think he's fun to go against, its just incredibly frustrating to play a game of 'will this hit me or not' the whole time you're playing.
like i said in my other responses, i'm not specifically asking for survivor/killer hitbox changes, if anything i would MUCH rather dbd to have more dedicated servers across the world, maybe then it'd kill two birds with one stone i will stop getting put in asian servers as someone from australia. i really do not think consistency is THAT major of an ask/change that you're making it out to be.
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do you think it would be like game changing if they just made it so that the survivor hitbox doesn't lag behind if you know what i mean? like just moving it forward in line with their head?
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There also times were killers are touching people right in front of them an it dosen't count the hit no sure what's going on
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Dont even get me started how Nemesis whip can hit UNDERNEATH obstacles because the hitbox is coded that bad.
Otz explains it in this Video, this is definetly NOT how it should work.
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Latency is basically the travel time from your input, to the server. The server then processes the information, and reflects your input to everyone else that's playing the game.
So let's say you have 60ms ping, and the killer has 60ms.
If you start running on your screen, he would see you run around 120ms after you do it on your screen.
Since hit validation happens on the killers side, this can lead you to get hit in ways that don't make a lot of sense on your end.
Like you run behind a wall, but on the Killer's screen you're still not there yet. So, they hit you.
A lot of people blame the killer's ping for it but it's literally like making a baby, you need two to tango.
Pallet drops work like hits though, it's client registered iirc.
So if you drop a pallet and a killer clicks at the exact same time, whoever has less ping will win.
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that'd be good. The only possible problem I could think of is that it'd mess with some huntress mains aim. On injured survivors the model arches over, but the hitbox doesnt so huntress have really trained themselves to instinctively hit behind injured survivors. But thats a small thing that i'm sure those huntress players could fix easily... having the hits actually visually connect without changing hitbox sizes seems like the right way to go.
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