Let's play the age old guessing game, does this connect
Highlighted in pink you will find the harpoon, my character, and the distance between us. The very next frame involves the answer, so this is as close as it gets.
I'm slightly annoyed.
Comments
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Hitboxes are pill shaped, go straight up and are centered near you characters hips, slightly behind if you're running while injured. I don't see a problem with this connecting.
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The Harpoon has not yet gone through the doorway, and doesn't ever make it past the doors, as the next frame is when it connects. I am clearly through and past the doorway, curving around the generator, which is in fact inside the doors.
I'd argue there's a slight problem with opening up a temporal wormhole, but maybe Slinger's just been taking lessons from Larry
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Latency is the bane of DBD. I wonder if they would program their netcode differently if they could do it again from the ground up.
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We can always hope so.
I'm aware that it's frequent and there's very little that can be done about it. Sometimes, you just need to yell into the void to get some frustration out though, because my word it's annoying.
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How do people still not understand latency?
All of these "look at the hitboxes" screenshots are the same thing. It doesn't line up because you're looking at the survivors PoV, not the killers.
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People need to finally understand delays and netcode.
What you see on your screen, isnt what he is seeing on his screen.
on his screen, you are still a tiny bit behind and on his screen he hit you.
Its frustrating for you in this case but imagine the frustration if you were the deathslinger.
You hit someone and it still doesnt hit.
And before anyone comes up with huntress, thats a mix between hitboxes AND latency.
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Honestly, this is a solid hit. Take a 50 ms ping for the killer, consider that your own ping makes a slight difference too and factor in how the survivor hitbox works and you'll see why.
The 50 ms ping mean on the killer's screen your character lacks 0.2 metres (actually more because of your haste effect) behind the character on your screen. Also, you don't see the killer in the exact same spot as the game sees them (your own latency), which means they could already be a bit nearer or further to the right to get a better angle. From what I understand, your own ping also makes a difference in where you see your own character model as opposed to where the game sees it. Lastly, your hitbox is centred right above your feet. Which means, that even a part of your back, that has no texture still has collision.
They hit you fair and square. This has nothing to do with hitboxes but it is a prime example of the impact that latency has on this game.
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Any examples when latency works in surv favor? I don't want to start anything or deny what you people say but when hitboxes look stupid and you add latency on top of that you can't blame people for being annoyed with this.
Cutting corners and being hit is very annoying to experience. Only equivalent for me is when my camera moves on its own while I play killer on console because survivor is spining.
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Um, can’t getting pallet stunned when you’re not under the pallet count? I got stunned lots of times when I thought I was safe or do pallets have invisible extensions?
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You don't have to be directly under the pallet to be stunned. That is how the game works and not latency related.
If you stand in front of it you also get stunned depending where you are.
I am not aware of this issue myself but sometimes it can look awkward I guess.
I think being lunge hit when you clearly dropped the pallet first annoys me more than being surprise stunned here and there. As a surv I am pre droping a lot more because of this.
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its hitbox desync on the injured model animation+ping. heres a graphic --> https://ibb.co/b5yjYyY
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ITT: people not understanding that people understand how hitboxes and ping work. We're saying the netcode should correct for ping differences like other PVP games.
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And most other games also favor the attacker like this, because the alternative is having to aim ahead of the target to account for their ping when attacking.
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DBD defying the laws of physics for their precious killer mains isn't a bug, it's a feature.
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Read the comment I made right abive yours.
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when injured your hitbox stays closer to your feets instead of your body , the pill capsule is there , NOW add latency on top and thats the explanation of why you got hit there.
thats just how lame hitboxes are for survivor nothing else... however getting this type of hits as slinger is a bit hard since the arpoon has a smaller hitbox unlike the boomerang hatchets.
thats why a good huntress can do this on command when actually trying to get those spicy hits.
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A very common one is when the killer is chasing you trough a pallet, the killer goes past the pallet and survivors somehow still longarm around the killer to drop the pallet, get the stun *on the same side as the killer* then noclip past the killer to vault to the other side.
I'd argue that whole 4-5 second sequence is much more busted than "killer sometimes hits a delayed survivor hitbox".
"Latency" favors the one doing the "hit" action, and in DBD, the one doing the hit action is more often than not the killer, with the odd case of survivors using flashlights or pallets.
If you want to learn how lag compensation works in general, heres a good video explaining it : https://youtu.be/6EwaW2iz4iA?si=_9u36H7n2LNiW_B5
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Thanks I will watch the video rn.
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(person falls into a hole in the middle of the street)
"I really wish this hole wasn't in the middle of the street. There shouldn't be holes in the middle of the street."
DbD Forum's Response: "Do people not understand how holes form? Construction equipment digs into the concrete and continuously does so until a large hole is formed. (Posts picture of a hole in a street) That's just how holes work."
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False equivalency....
This isn't something bhvr can "fix", it's all down to how latency works as a whole. The only alternative to teaching people as to *why* this happens is to just go "it is what it is /shrug"
A more accurate comparison would be someone complaining about earthquakes and demanding the government somehow stop earthquakes..
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It's actually like people suggesting that the government develop infrastructure to help when an earthquake hits but people instead interpret their complaints as complaining about the earthquakes themselves not the lack of infrastructure built with earthquakes in mind and then start trying to teach them about earthquakes after they studied geography for 3 years...
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Alright, propose a feasible fix for the "hitbox descrepancy" keep in mind the server is forced to choose a client (pov) to favor because of latency and net code.
Keep in mind BHVR once tried favoring survivor client and it ended up with the game in a much worse state where killer swung, blood came out, grunts of pain were heard yet, no damage.
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Instead of favouring either sides client you could just... Favour the server? If the server received my position before the killer sent that he speared me then the server decides he missed, if the server received that I was speared prior to me sending my position saying he missed then I am successfully speared.
It'll look jank on high ping but that's good because we want to actually eliminate advantages gained from playing on high ping not encourage it further.
They tried this with pallets, and I admit getting validated on stuns was rather annoying. It wasn't as annoying (comparatively, to me, in my opinion, going from what I feel in a game, and I can only speak for me, so please do know this next statement is my opinion, to me, from my own vies and experience) as getting hit through every pallet as survivor, though, because it didn't happen as frequently and if you had terrible ping you no longer had an advantage, on either side. They should've kept at the server side validation for everything, like a true dedicated server game, instead of continuing to play on servers but with weird P2P rules still in place.
When you transition from P2P to DS, you should accurately and thoughtfully update your betcode accordingly even if it means a ground up rework. This did not happen in the case of DBD and we are still feeling the effects today from a shift that was trialled way back in 2019.
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You should maybe read other comments before making us VS them posts.
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Like I've said in the first post, the server has to favor one client, and logic dictates that it should favor the client thats doing the "action".
Otherwise you'd end up with situations where on killer POV a swing/Hatchet/Spear/etc is showing Blood, producing grunts of pain yet no damage because the server said "Nah, that didn't happen, try again"
and on survivor you'd get pallet stuns that should have been stuns but the server just goes "Nah, that didn't happen, try again".
Theres certain things that can be done to mitigate the effects of lag compensation, for example, in the case where the killer goes trough the pallet, survivor longarms around the killer and gets the stun on the *same side as the killer* , you could keep collision on killer to prevent the second BS instance of a survivor noclipping trough killer to vault the pallet and land on the other side.
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and on survivor you'd get pallet stuns that should have been stuns but the server just goes "Nah, that didn't happen, try again".
There already are. Play vs an even slightly laggy Legion/Wesker, or just any Billy/Bubba, and it's very obvious, but it happens a lot. So it's clearly in place for certain aspects, but not all of them, which arguably makes it even worse.
Like I've said in the first post, the server has to favor one client, and logic dictates that it should favor the client thats doing the "action".
It could also favour the person that sends the information over first, like what happened with pallet stun and hit validation. Having a client bias in a dedicated server game may feel better for one side but feels unfair on the other, whereas some infurating interactions on both sides is actually the most fair feeling.
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I assume you're refering to the "Killer swings trough pallet, I drop pallet still get hit" scenario.
Thats a double action instance, whoevers action reached the server first will play first , killers also get some un-validated hits at pallets because of this mechanic, pretending this is a "survivor only problem" does nobody any good.
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I assume you're refering to the "Killer swings trough pallet, I drop pallet still get hit" scenario.
No I'm talking about when you get a stun on a Legion/Wesker and they play the stun SFX and you get the Killer Stun Score Event while they vault the pallet. Or on Bubba/Billy where they play the stun animation and the pallet still breaks.
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with the actual 2000ms ping limit the latency allows the killer in the extremes to hit you in 8m away from your current location. maybe a ping limit of 300ms would be more fair.
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Truth hurts huh?
😪
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what a funny man
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That's just the nature of the game. Latency typically gives advantage to the person doing the hitting.
For example, in games like CS:GO, usually it favors the person doing the shooting, not the other way around. Because you have to pick the lesser of 2 evils. Which feels worse:
- Getting hit and dying even though you "got around the corner"
- Shooting at someone with your crosshair directly on them and it not doing any damage to them.
2 feels far worse than 1, and in general that is what game designers go for. The "problem" is, that survivors aren't "shooting" at the killer, they are running from them, so that is why it always feels like it goes in the killers favor.
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This ^
Add ping into the mix, and yeah this makes sense. Huntress would've 100% hit you there too.
Until we can get some better servers, stuff like this is typical and doesn't surprise me anymore.
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The forced short M1 attack mechanic stealing hits from the killer, is latency working in survivor favor. Missed grabs are also latency working in the survivor favor. And both problems happen because of double validation.
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Slinger just had a better gaming chair obviously.
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I don't remember the last time of being denied grabs. This was more of the issue for me before the servers came.
And I play stealth killers often when I play killer.
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Missed grabs are hidden now, where you do a forced short M1 attack, instead of the missed grab animation.
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Easy way to tell is the game will hitch or freeze then register a m1 instead. It still happens but is rarer. Also, If you do get stealth grabs i am sure you have had grabs be cancelled into M1.
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I did but that was a while ago like I said. I am either lucky or things are better now regarding grabs.
Because before it was really common and annoying.
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I see so it still happens but there is no weird animation going on?
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Correct. BHVR band-aid fixed grabs with a forced short M1 attack, told us they would later fix grabs for real, and never actually got to the "fix grabs for real"
Here's the official post!
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Huh... I actually have a video of this exact thing in action....
That explains my trophy for grabbing a survivor off generators as the Pig, and for a fraction of a second you see me grab, but then m1 instead... yet the trophy still popped.
Kinda cool to see the actual explanation of that oddity xD
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-the construction company can easily just not dig holes in the middle of the street with 0 negatives. theres also not latency which would be completely out of their hands.
-this analogy doesnt even make sense. If you walk into a hole, then you should have seen it coming and avoided it. if you didnt then the hole outplayed you. in real life, its not like you completely avoid the hole then get teleported into it from a few inches away. Which would suck since you did everything right. But there would be absolutely nothing the construction company could do to stop that.
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I got a few questionable stuns with head on like I timed it too early and still managed to hit the killer
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