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The state of servers, ping, hit validation, and everything in between... and how to fix it!

First of all, PLEASE upvote this if you are even remotely impacted by the things I mention below, we need visibility on this issue! As a survivor, currently this game is unplayable. I will outline the problem and all straightforward solutions in this post. My perspective exists as a game developer myself, a person with a Master's in Computer Science, and an expert in game networking.
The problems(in order of importance):
- Very far apart servers
- No maximum personal ping bar
- Matchmaking is too relaxed with ping(100-150ms is considered acceptable despite 40-70ms alternatives)
- No animation validation(windows & pallets)
- No maximum cumulative ping bar(survivor+killer)
- Server load is easily maxed out at 5 players
- Server load is not well load balanced between locations(further exasperated by the large distances between them)
The (real and practical) solutions(in order of importance):
- For the US, enable Gamelift servers for California & Ohio, consider finding acceptable solutions for Quebec & Dallas. The infrastructure already exists within the service. There are other scattered servers worldwide that could use this pick me up, especially for Australian players.
- Add a maximum acceptable ping bar to the games settings
- Reimplement Pallet Validation and introduce vault validation. Vault Validation at the very simplest would calculate the difference in ping between the killer and survivor, and who has the advantage. If the survivor has the advantage, speed up or "skip" forward in the animation AT LEAST the amount of difference previously calculated for only the killer. The vault animation is the same for both the survivor and the server, but because it is a fixed length and is locked in upon start, at the earliest of when the killer would see the animation begin they will be communicated and "snapped to" exactly where the survivor is in the animation. At least, to the server, because their personal ping should not hurt the killer. If the killer has advantage, remain as is(high ping as a survivor SHOULD still be their problem). This looks and plays fair to both and is a very straightforward and simple solution. This will feel less brutal to killers when there are more options for controlling your server ping, as highlighted above.
- A slider for the max cumulative ping of you and the enemy(I,E survivor→killer, killer→ all survivors). When hits are fair for both, only then is this an appropriate solution. Currently it would be useless for killer as they always have the advantage the higher the ping.
- Increase server stability/headroom. I know this isn't a super easy issue to tackle and has been ongoing since the shift, but when all five players are alive and playing, the hits are absolutely affected "here and then" for both sides, favoring killer once again.
With these extremely straightforward, simple, relatively cheap, and easy changes this game would immediately grow and the community WOULD notice. With proper validation and fair hits you are solving many deep rooted problems as they no longer become effective such as: Region swapping, VPNing as killer, general toxicity, general frustration, lower disconnect rates and lower ban rates, and would increase satisfaction, playtime and money spent.
As a person with thousands of hours and years sank into both sides of this game, I personally will not be playing this game as a survivor again until more servers open near me, true fair hit detection exists, a ping bar is added, or any/all combination of this. I simply can not find enjoyment when the core aspect of the game is impossible, unachievable, inconsistent, and ruined.
Comments
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I will note it is a huge leap forward being able to now see the killers ping in game. Without first being forced to tank a hit and guess the killers ping, and instead being able to see it and allowed to predrop/prevault is extremely helpful. In extreme cases it even enables me to cut the loss of the march and leave the game/die early entirely(300+ ms cumulative between me and the killer).
As it sits this game gets exponentially harder and essentially impossible above 140-160ms of cumulative ping.
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It is also extremely important to mention just how big of an issue VPNing is for extremely competitive killers. Many medium/large streamers are purposefully making the game significantly easier for themselves by VPNing to other regions. This in many cases literally makes the game easier than installing cheats, with no downsides.
Unfortunately, with no validation as is currently it is literally impossible to survive against any killer with even a subpar skillset/build/killer. I firmly believe capping the maximum ping for killer to 200ms is an effective way to combat this, being just enough to allow people in remote areas to still play. This could theoretically be lowered even further with more accessible worldwide servers.0 -
Unfortunately, the server status is generally not in good condition. In addition, there is also no server side validation (in a pvp game for 7 years), which makes cheating in the game very easy, wall hacks are really common.
Since there is quite a lot of casual weed here, the issue is not yet a priority as revenue is generated elsewhere.
In summary, the gameplay and assets such as killer design, perks etc. are in a really good state, you have to give them credit for that. But servers and maintenance management are poor..2 -
I completely agree, however i think going after this and making changes is extremely within their interests.
There's a reason for example that large social media platforms have "For You" pages and that curate what you like, and every single tiny detail to feed you the media in the way that makes you stay on it longer. Specifically the aspect that it always knows more of what you want without telling you, or you even knowing it.
I think the incentive is extremely similar as keeping players happy by working on the back end and tweaking all those tiny "negligible", unnoticed, or small things is severely undervalued, and they would see significant growth in every area(player count, auric cell sales, word of mouth, reviews, merchandise, etc.) by implementing these things. Further, if they outlined an entire update around it(despite the overall minimal actual implementation) and had an "Operation Health" moment, It would bring attention back to the game for people who left for the very same reasons since the overall controversy of dedicated servers in 2019. If needed, they could also actually outline resources to it, and justify a gap in content for the sake of health. I am certain the community would generally be happier, despite initial "change is bad" reactions.1 -
I wish for everything you mentioned and agree with it, but it's like a dream.
The sad fact is, BHVR is just a company. Economic efficiency (and the resulting profit) comes first, everything else comes second.
The community really likes the content such as skins, playable characters and other things and spends a lot of money on it.
A health patch or the like makes the game better for the players but does not generate any directly visible revenue. As long as the number of players doesn't go down or the profitable part continues to do well, nothing will change.
The times when developers (game companies overall) really put their heart and soul into the project and really want to bring a well-polished product to the customer are over, with the exception of absolutely exceptional cases (Larian Studios).
This may be due, on the one hand, to the administration, as publishers these days have much more power to push various things like releases to satisfy shareholders, and, on the other hand, to the players themselves, who buy the new product every year (Call of Duty or Fifa XY ) which are overpriced and nothing significant has changed.
I'm going too far now, but the last season of GoT, for example, is a good example of what happens when publishers (HBO) don't wait for the final product from the creator (in this case George R. R. Martin, who hadn't finalized the book yet).
I really hope that something changes but these days it's enough if you do the bare minimum because the money still comes in (skins, DLCs, early access,...)
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The day their analytics show it can and will is the day we eat good! Operation Health for rainbow six siege brought in the most growth ever in and since the games history, and it truly kickstarted the game's community. As much as i hate to say it, if they embrace the niche community of comp DBD, and all the networking cleanup with it, things might get interesting fast. With UE5, they've only just overcome their limitations hopefully now we can get our operation Health. Who knows, maybe the changes enable a permanent competitive mode and they finally add it, because as much as people have begged for it for years, it's just not possible because of how clunky it is currently but it's so close! And thus, a community is born.
People who drop the game stop spending money. This game makes the most money from the "whales" who keep buying but we've lost a lot of whales along the way. Otzdarva documented his journey with this and he almost hung up the towel a year ago, the biggest DBD streamer, and it's worth a watch. I am no whale, but can't fathom spending another penny until we at least get a central/ohio/dallas server.1 -
Operation Health for rainbow six siege brought in the most growth ever in and since the games history, and it truly kickstarted the game's community
That's right, real DBD can only start when the biggest problems such as server ping, hit validation and cheating protection have been fixed. When the time comes, a good game will become a great one. However, I think it will be a long time coming, for the reasons mentioned. Sales can be actively and directly generated from new content “Killer, surv, perks”.
I am no whale, but can't fathom spending another penny until we at least get a central/ohio/dallas server.
For me it's the same. There is some nice content like skins (especially from some killers) that I think are very good and overall the design of new killers including the chase music are now at a very good level, BHVR is doing a great job here.
However, I will only spend money again when the most important problem for me personally "server management and validation + useful cheat protection" has been comprehensively revised and fixed.
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After playing today after the mid chapter patch, it seems there are more issues with this patch specifically. Ive noticed that US East servers must be entirely overloaded. It's redirecting players to Europe mostly. About 1/2 of my games are not actually on US East despite me having blocked all other server IP ranges. At full load, USE is acting as a proxy to redirect me places i can't possible be connected otherwise. 2/3rds of my games have killers also with 100-150+ ping also impacted by this issue leading to cumulative nearly 300+ ping lobbies. Double what i would consider the maximum to even be playable. Every single one of my post game chats, someone else on pc has noticed. So not only are servers used being squeezed every last drop out of them, there's not enough for a mid chapter update!
Really hoping this new killer ping bar brings light to these issues and shows there's more to come from BHVR!
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Bump
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I have been getting routed to EU pretty frequently as well (and I am NA West so that makes the game unplayable). The issue is, we suffer through and play it as it is and BHVR still makes money the way it is. They will not fix it as long as we suffer through. The only way we would bring light to how bad things are is to have a mass exodus at least when it comes to spending money on this game.
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Show the killer (and surv) pings in the lobby. Let them dodge if it's too crazy. I'd rather wait for 2 minutes longer than getting frustrated by ridicious looking hits
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They tried to stomp out queue dodging before with the prestige removal(and many other measures). I would really like this change for survivors, but I think it should still be locked up for killers or we will get even more killers now dodging low ping survivors and/or only playing lobbies they have high ping in. Leave it to the survivors to determine if the killer has too high of ping and if everyone leaves it reroutes and rerolls the killer lobby to (hopefully) another server!
It's worth noting that there are high level cheats that can accomplish this so it seems like it's at least accessible information to players on some level(via network packets or otherwise).0 -
It seems the server load and rerouting issue has been subsided. Likely by the decrease back to normal player count levels.
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the ping is definitely better but there is certainly something wonky with desync right now. Hits feel an extra 20% more BS
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One major issue there is with ping is when the killer is VPNing. That should not be allowed. My playgroup has gone against several killers from the European servers who VPN to appear as if they are on Eastern server. It's annoying. It should be a reportable offense.
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in NA like 10% of killers are definitely VPNing. Hard cap of at least 200ms should be the cutoff before just not being allowed to queue for killer. Obviously though, we need to be actually picking other servers that work best first
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Gotta say since the last update I've noticed various server issues. Dunno about evil no good killer mains using VPNs, but weird stuff like Dr's red stain on survivors not following them properly.
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I really appreciate the way these issues have been (mostly) addressed:
- Very far apart servers
- In game ping indicator
- Server load is easily maxed out at 5 players
- Server load is not well load balanced between locations(further exasperated by the large distances between them)
The problems that remain and need to be addressed still:
- No max personal ping bar for matchmaking(or some way to force play your closest server. NOT a region picker, that can be abused). There are certain "host" servers such as Virginia that cannot be blocked by firewall, which can lead some games being matchmade for survivors on 100 ping.
- Killers are allowed to have 150+ ping. They should not be allowed to matchmake in servers with that high of ping, or their actions should be punished, they should have to swing later by being shown future predicted positions of survivors at the cost of significant rubber banding on their side. However, the easiest solution is to show high killer ping in survivor pre game(100+ms) and allow survivors to dodge or account for ping with the ping bar.
- No animation validation(windows), pallets has since been silently re-introduced but is mediocre.
- (NEW ISSUE) Low graphics setting still leads to desync when overridden in the config (the effects setting). The tentative fix from the 8.70 patch that addressed this simply set the effects setting at the engine level higher, but it is overridden by this config file. And i'm almost certain that console killers & survivors still have desync, as their internal engine setting is lower. Overall the update rate needs to be maintained such that hits look correct on both the screen of the killer and the survivor regardless of graphics setting, and needs to be set as aggressive as possible. Then ping can be the inherent shifting "bias" that can be consistently accounted for. This has not been properly fixed yet since the tentative fix.
Separately, a higher frame rate selection option of 240hz would be greatly appreciated.
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Sorry to reply again, but it's not just desync and ping(while major factors) but also the extremely generous hitboxes of killers' swing animation.
The hitboxes are so wide, and the fact that the very end of the lunge adds extra distance to it feels cheap. I think the hitbox size should gradually increase to the max lunge(a little bit longer than where the lunge is now), and then stop rather than appear suddenly and uniformly in size while getting bigger at the very very end, after the hit animation has already finished.
As it currently is, when you swing, you spawn a hitbox of about 100% size that encompasses almost your entire field of view. Then right as the animation is over, the length of the box is increased by like 10-15%. This is unintuitive because it does not line up at all with the telegraphy of the animation and creates scenarios where you get hit "after" the animation is over when you just barely avoided the giant box, for the only reason of "tie breaking" going in the killers favor. While this idea is fine, it can be done significantly better, create more skill and better plays, and overall be changed for the better. It makes back rubbing and short swing cheesing much more of an issue.
Basically, it could be made more fair and consistent for both sides if it was narrowed maybe 15%, gradually increase in size for 0.5 seconds to the max and/or be tuned to the apex of the killers' animation, where it would be like 4% longer. Then, because the hitbox doesn't just appear at full size, pallets wouldn't have validation events triggered as much that shouldn't have happened in the first place, and windows wouldn't be hit beyond. However, if the killer can still appropriately time this "wind up" period where it gradually gets bigger leading to the apex, they would overall be able to hit further. This is the middle ground between the current system based on two events(100% box plus the 10% box after) to a linear more intuitive solution(grow from 0% length at the beginning, to 104% length at the apex, which is about halfway through, and hold the apex until about 85% of the way through, then gradually reduce to like 40% length).
This would solve many things. It would make short lunging at pallets to abuse the ending spawn of the hitbox, and thus a bogus hit be removed, as your lunge would have a tiny bit of wind up. This would buff the killers lunge overall on hits they should get, and make windows more consistent for both sides. The animation would feel more responsive for both sides and be genuinely "correct".
Additionally the option to toggle auto aim would be an additional huge complimentary buff.
Further, survivors capsule hitbox could be removed in favor of body regions or at least lean in the correct direction when injured. There is a lot of free space all around the survivor that grants hits when the survivor isn't there, and it doesn't correspond with the injury animation when they're hunched over. Basically this means there's an additional buffer behind them of almost 6-12 inches that further "increases" the connection between the killers lunge hitbox and the survivors. While removing this extra space would nerf ranged killers, their power can also be buffed accordingly(please don't just increase the sizes of their projectiles' hitboxes), but rather make their killer faster and more responsive. Essentially, higher risk, higher reward
When complimented with fixes to ping and desync, this would make every aspect of the game significantly more fair. Additionally, removing more trust in killers' view beyond 50ms of ping would greatly appreciated. While all these changes highlighted in this thread disproportionately help survivors much more, killers can then be individually or universally buffed such that more skilled plays can happen at their own will and hand, rather than relying on many of these 50-50 events that shouldn't happen in the first place. Or, rather, survivors can be nerfed. This would be much more rewarding to all players, and give a more significant sense of accomplishment to both sides since the effective competitive integrity is much greater.
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This entire thread in the dbd subreddit AMA points out something went very wrong recently. People are noticing, which means things are in really bad shape.
I'm really hoping this is addressed with the TWD update and the engine upgrade that's coming with it.
https://www.reddit.com/r/deadbydaylight/s/bwzPrLtXuW
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