Please Fix this bug where the survivor moves just after being put in the dying state
This is a tedious bug in the game. They should fall where they land and stay for a second or two. Why do they suddenly jump two paces over after being put in the dying state and I have to spin all around looking for them. Bad enough there is always an exit for a survivor when they make horrible choices, but killers have yet another survivor benefit issue to deal with.
Thanks!
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Ah this one.
I am pretty sure that this is no bug. This is an adjustment of the ping difference.
When you look in the forum they explained that the surv perspective and the killer perspective are slightly different due to the ping latency.
This results in the "unfair" hits sometimes when the killer hits a surv and on the survs side he was already away.
When you down a surv i think the server adjusts both players again and bacause of that the survs always moves a bit.
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Appreciate you taking the time to explain this. Why wouldn't the fix just be readjust the survivor to the feet of the killer though?
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I don´t know how all their stuff works.
I only know that killer and surv are always slightly desynced in the positions due to the latency.
They do some tricks to compensate this but it highly depends on the ping the players have.
I guess if you down one the server takes something in the middle.
If the server only adjust to the killer side the "jump" would be more on the surv side.
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This would likely cause some even wilder scenarios that border on a 'screw you' to the survivor.
Consider something like vaulting from the second floor of Midwitch into the central courtyard below. In this scenario, the survivor is hit while vaulting and downed, so on their screen they vault, get hit while already falling, then land on the first floor.
But because the killer landed a hit, they then teleport back upstairs and are at the killers feet. That would completely undo a few seconds of time for the survivor.
In reality, the survivor and killer are both telling the server where they are and the server tries to reconcile that info. In this scenario, the killer is upstairs and the survivor is downed on the first floor below, so the server makes the adjustment based on where each client computer thinks their own character is at the end of the hit.
This is really the only way to do it from a technical standpoint, at least with a game server. What you're asking is closer to what the was before dedicated servers, where the game was peer to peer with the killer hosting the match. In that case, only the killer played in 'real time' and survivors all had varying levels of latency. With servers, both the killer and the survivor play with some level of latency, but occasionally there are adjustments when the players get a bit out of sync.
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Right, I get the problem of jumping - but you're thinking as a typical survivor. This is an advantage for the survivor through and through. Why is it a benefit for them but not the killer?
It's just as wild of a scenario for an easy knock down and pick down in the gate to lead to a win for the survivor when it shouldn't have. That extra 2-3 seconds of searching got a cocky survivor out the gate who should have been picked up and hooked. Why are we only considering the survivor in this case?
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This way of handling communication discrepancy is bad. Its not just a downed survivor warping some meters and delaying the game via hunting for the down and hooking them.
I had an event last night where I downed a survivor while recording. and the game decided she wasn't there or downed, I had to down her again. It looked like intentional lag manipulation. And I mentioned it as such, when asked in EGC about why I disengaged from the match after killing that player.
While reviewing the video of it, it looked so dumb, I couldn't continue to think someone would do that on purpose.
Completely out of sync events across clients need to trigger some other resolution mechanic, they are too loose right now.
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I'm not sure why the us vs them here.
This is simply a matter of every player has the ultimate authority of where their character is.
So the killer's computer tells the server where they are and they swung, and the server decided that's a hit. The survivor's computer tells the server where that survivor is.
Hit is registered by the server and both computers are told the survivor is now downed.
The survivor and killer computers both respond with 'ok, here's where we are now' and the server seems that info so everyone is back in sync if something happened with latency.
If the survivor's computer said they were in a different spot, it moves them because that computer is the authority for where that survivor is. The same happens to the killer, but if the killer is sitting at the computer, no adjustment is ever needed.
This is also much more likely because almost all games use the 'shooter's perspective' to determine the hit. So the killer's view determines the hit, but the survivor's computer determines the survivor's location. Any issues due to latency need to be resolved by the server, which results in teleporting the victim in this case.
You get the same issue with pallet stuns occasionally as well.
ETA: this is almost never in the survivor's favor. The typical way this plays out feels like a cheap shot that never should've landed. So the survivor vaults, then takes two or three steps away, then gets downed by a hit that, from their perspective, should never have landed because it's too far away. But now they're downed instead. That's not really a benefit in any scenario.
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But the survivor always gets the advantage though.
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Its net code. It is basically like saying "just remove bad ping from the game", its something they cannot fix most likely.
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....you do realise that the killer getting the hit is the server considering the killer, right? Ping in this game favors killer; the killer with ping will get the hit, even if they maybe shouldn't have. The further a surv is away from where the killer thinks they downed them...the greater the chance they shouldn't have landet that hit in the first place.
Exception: if a surv has the red ping bar all match long. Then it's their own ping that screws them (though considering this: a killer with ping got an advantage because of it while a surv with ping is screwed).
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Killer is advantaged in terms of getting hits, which is what matters for balance. Think of it this way: when a survivor appears to teleport 2 meters away after getting downed, what that survivor saw was a killer swinging their weapon, missing by 2 meters, and then they went down anyway.
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i learnt a few months ago that hit validation is always killer sided, grabs are always survivor sided, and those jank hits where you stun the killer and go down anyway just comes down to ping.
pretty sure the fix for this is to increase the dedicated servers but the chances they'll do that is slim to none at this point.
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An "advantage" that is a direct consequence of DBD hit detection trusting the killer's client when it comes to determining if a swing hits or misses. The reason a survivor "warps" after going down is because the killer hit them when it looked different on the survivor's screen.
Not saying that's a bad thing or "killer sided" either (even though literally speaking, it is). It's pretty normal in games to "favor the shooter" for hit detection even if it can sometimes make stuff a little wacky on the recieving end.
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Clearly it doesn't favor the ping because survivors get a magical little bump when they go down though.
If the ping is on the game side, i agree that BHVR should fix it like this silly automatic movement on fall, which should always end up right in front of the killer. If ping in an issue on player side, there are fixes for that - better equipment, better service, etc.
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.......
The server is doing killers with ping a favor: it calculates if, based on what the killer is seeing with their ping, the hit would have hit. If it does it just goes ahead and pretends it actually hit. The survivor is going down in the location where they were when the server made that decision in favor of the killer.
Bottom line: I'm willing to give up the magical little bump survivors receive if killers also give up the magical hit they receive.
(and just to be clear: that makes absolutely no sense, since there will always be ping significant enough to make the game unplayable.)
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