hitbox
How is that a hit BHVR?
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Latency and ping are mostly to blame. On the killer's screen they're like two or three steps closer to you than you see, and the Aim Dressing makes the animation sorta match up. Sorta.
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I am playing on 21-25 ping.
Why is killer rewarded for having worse ping? It doesn't happen on any other game. It's so stupid.
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blame the player not the game
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The killer can only play around what they see and hear and that is determined by their own latency. Also, this doesn't even look that bad. Especially since we don't know what killer it was (some killers have slightly bigger hitboxes with their special attacks). Even a 50 ms ping could do that and that's really not too bad.
There was also a time when the devs tried to turn latency strictly in favor of the survivor and if you think it's bad now, then you clearly were not around for that miserable experience. It's not fun for a survivor to have hits connect that don't look quite right once or twice per game. But the killer plays against 4 survivors, so for them this happens about 4 times as often. You can imagine how it might not be super fun to be robbed of hits constantly (or feel like it because the game gives them confusing feedback).
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Saying it doesnt happen on any other game is just blatantly false.
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Keep in mind that the hit is determined by:
- (your latency) + 2(the time it takes for the server to process the information) + 2(the Killer's latency) = (overall delay/latency)
The reason for this is:
- Your client has to send information to the server.
- The server then has to process that information and then send that information to the Killer's client in a way that the Killer's client can understand (netcode).
- The Killer's client then has to receive that information, and then send the corresponding reaction information back to the server.
- The server then has to process that information and then send that information to your client (netcode).
- Your client then receives that information; either resulting in a hit or not a hit depending on what the netcode has determined.
How hits are determined in the netcode:
- The netcode specifically uses a simple algorithm to determine if a hit should go through or not to the client.
- To get a rough idea, in a way that would make more sense for most people to understand, the game checks the distance between the Killer and the Survivor, if the distance is within enough range for a hit to normally count (specifically within the lunge or range of a given power), the hit will count; if they are not within that range, it will take information from both the Survivor and Killer's client to process rather a hit did occur.
None of this is to say that the hit detection system is perfect, it is does have it's issues. But this is more or less an explanation as to why these hits occur.
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Or maybe, maybe this box has no collision. IT happens in some fence on Dawg Saloon (and previously on Haddonfield)…
Some static meshes are broken in DbD and it is a common thing…
No lag/ping icon neither killer lag on your screenshot btw…1 -
Hit validation is client-sided for the killer, so if he has a huge ping - he will hit you from a mile away.
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No. I blame the devs because they chose it this way.
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That is not true and has not been true since dedicated servers were put in place.
There's also the newer rollback mechanic, where if a killer or survivor has high ping it will sometimes "rollback" the hit. It is really prevalent sometimes at pallet hits. There are times where i hit a survivor, i see the blood, it makes the sound effect, the survivor screams, and then the pallet stuns me and they aren't hit at all because the hit was rolled back.
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100%
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