http://dbd.game/killswitch
Devs just watch this and explain please.
The video speaks by itself. Is it a melee weapon or he's shooting? It happened today and many different other times. I just thought i wanted to grab a proof on vid. How can this be considered a "hit"? How many hits we get in game that are "not hits"? Do you will fix this eventually? You give us new content, and we love that, but do you will make something for this? Is it planned to get fixed soon or later?
Comments
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Looks like the attack cone hit your butt, so thanks for the video evidence of a legit hit.
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the biggest one in the video just like Claudette get hited...
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lmao, you both clearly are killers main, and i get that, but his weapon didn't even touched my butt... it ended right behind the wall. If you say it's a hit, good for you but i suggest a pair glasses. No offence...
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Most likely you were in range of attack on his side so… it sucks but it's how it works
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Well i could have been in his range, but a "hit" with a melee is when the weapon collider reach MY collider, and there is no hit whatsoever there.
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That's a mix of hitbox and animations.
The hit had registered as they were close enough but the animation time made it seem like you were further away and also due to where they were the killer looked like he was behind the wall.
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There is tho. Claudette's model is hunched over, however her hitbox doesn't change for balance reasons. The weapon collider reached YOUR collider.
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You were most likely colliding with his collider from his point of view, given that the Killer is the host and Survivors will always have some delay from that being the case.
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2
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Have you figured out that the game is still Potato-2-Potato?
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Well i say that because i'm a dev too and working with Unreal i know how the things works. Of course the collider don't change, but it's easy fixable. If devs puts colliders in joints instead of having a "fixed" box on the model, then the hit would be physically registered on the model. Very easy to do and doesn't change anything in performance.
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What @twistedmonkey said. I'm pretty sure it was explained as when you get hit, the game registers it a frame or so before your character begins to run.
I actually don't know how to explain it myself so sorry for the [Bad Word] explanation.
Though I do agree animation should be fixed and all that.
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Yeah i can get the delay based on net data inconsistent flux, but there are tons of ways to fix this. If you make a game with 2 different perspectives, then you have to think a solution good for both type of players, because if play surv you're in third person, if you play killer you're in first. That doesn't bother killers, but survs yes.
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The weapon isn't what needs to hit. There is a cone a few meters in front of the killer that needs to hit.
It is this way so killers with knives have the same reach as an axe.
When looking at hitboxes never ask if the weapon hits because its irrelevant in DbD.
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I had never thought on also animations by issuses like that. Usually I just think then on hitboxes and latency problems.
Well... I never learn out^^.
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And this is illogical for the 2 type of perspectives in the game. The "cone", if it's so, is a fast solution but not a proper one. A Physic Raycast Hit would be much better and more precise, also to push the joints of the killer to reach the hit point coming back from the raycast hit on the surv. Colliders should be on the character joints, not just a cylinder on the character to register "somewhat" hits.
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Just have killers T pose all the time so its just cone hit capsule.
Then no one will complain that weapon/animation didn't touch because it doesn't exist anymore just straight gameplay mechanic without visual.
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They went with having the killer jump to the survivor after the hit instead.
Obviously if something is in between the killer the animation/placement can't be corrected.
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its not even that bad I have experienced worst
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Well not exactly. If you watch Freddy, his joints/arms reach the surv when his hand register a hit. You can see it that the character moves his arm where the surv is. So it is not just mechanic without visual. If you have 2 perspectives, you have to find a way to be a bit more precise. And really, isn't hard to do at all. Joints can be IK/FK controlled via physics.
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Eh this isn’t even that bad. I’ve seen much much worse.
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Well that kind of thing should occur less with the servers.
Not guaranteeing anything, as they themselves said the implementation is just one step, but it should still help. 🙌
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This is clearly a hit. If you look at the exact frame and the position of his red light, it's clear that the only thing you could be complaining about is how it didn't look like you got hit. Latency, kid. It's a good hit, nothing wrong.
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All I see is ping difference and that air whip effect says everything, because he was closer then what is looked like on your view, thats just ping difference, nothing wrong here
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Because clearly, there was nothing wrong with Hatchets phasing through the Survivor models, especially during vaults.
Nothing. Wrong. At. All.
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la·ten·cy
/ˈlātənsē/
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- 1.
- the state of existing but not yet being developed or manifest; concealment."tension, and the latency of violence, make the greatest impressions"
- 2.
- COMPUTING
- the delay before a transfer of data begins following an instruction for its transfer."poor performance due to network latency"
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They just went through this a few months ago. Don't think about the weapon being what hits, there is an invisible cone that extends out from the killer when they attack. They tried to make the weapon strikes match up with it but it's not exact.
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Smack dat ass.
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I remember the good old days where the devs said "hey guys, we optimizied the killer lunge!!" It was insane. It was I.N.S.A.N.E. and everyone abused it xD it was 4 times as far as that. Hard to explain how long the range was but imagine the entrance of shack and the window. You are the window, the killer is the entrance. Successful hit.
nvm found a vid on youtube https://www.youtube.com/watch?v=Mvmw3R9e-Go
2nd edit: Btw when I look at the window hits. The same problem exists again but this time the vault is bugged and not the lunge. Vaults where also perfect those days.
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Do you ever play killer? Look, I guarantee you, if the killer didn’t touch you on his screen, the hit wouldn’t count. But he did so it counted. Hitboxes are completely fine. The issue is just the lag and latency.. I recommend you to play killer by yourself and see if you ever gonna get “bs hits” like when you’re playing as a survivor.
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Right behind the wall? You REALLY dont see the grey/white swipe animation?
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I still think this is just a lag issue.
I have been hit through way too many windows I have clear vaulted and even run away from to count.
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Hitboxes are vertical regardless of your character leaning into their running motion. Tis a hit.
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It's not like the Devs explained it a million times while people still don't seem to understand that they explained it a million of times.
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Dude. How would we know what part of the body was hit if it missed? You can clearly see that wraith tapped dat ass. That wraith is currently dancing to this video with all the other killers that Tapped you.
Also have you ever played other online games? No matter how perfect the hit box is, or how powerful the dedicated server is you'll always have latency issues, or hit box issues. You always have to assume bullets, swords, and explosions have an invisible death zone you need to figure out and avoid.
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looks like normal dbd to me
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Ok so, this is what i've understood so far from this discusssion:
1) It seems that killers main are happy how the things are because they can have hits for free to satisfy their somewhat needs. Good. They see "a butt tap" where there is clearly a WALL between my butt and his melee weapon (that hits just the air), the empty space in the middle and me. Aaaaight. Seems logic at first sight but fail.
2) Pings issues, delay issues, p2p, lags. Blabberish. I played Unreal Tournament (made with Unreal Engine in the '99) when multiplayer games were played with a 56k/s baud modem (so well far from the high speed internet we have nowadays) and hits were just perfect. No lag, no ping issues, no nothing. It was P2P and was PERFECT. That is the main reason why Unreal Engine is considered great for multiplayer supported games. Characters had active colliders directly attached to joints. So if you pointed at the arm, the character were registering a hit (melee or shoot) in that precise arm. Period. I'm a developer too. I know what i'm talking about. This is just a failure in game/concept design.
3) Killers are Behavior Interactive favourite pets, and i understand that: they sell killers, so marketing wise this is pure logic, and they don't wanna bother them too much. If killers cry because they are not able to manage 4 potatoes on the playground, Behavior Interactive give them something to be happy with, like hatchets passing straight through colliders or characters or very arguable vault/lunges. Good.
4) If you have 2 distinct perspectives (killer first person and surv third person) sorry but you have to find a way to be fair and correct with both categories. If the killer, from his perspective "hits" your butt, then from surv perspective should be visually the same, or at least very close. Just for fairness and correctness, not just for whim. I love this game, really, it's a good idea (not original but good), but that doesn't make too much sense.
5) A "cone"?! Really? Devs explained million times that and you just accept their explainations as part of a "game mechanic", just because it comes from the devs? Really? If you think so it's becuse you don't know that there are many way to fix this, easily! As Behavior Interactive developers knows very well (at least i hope they do) there is another way to register "hits" and it is a Physic Raycast. Basically it's a ray starting from an origin point placed on the killer that register every collision and returns back what it get. Is it a surv? Register a hit on the surv. It's a wall? Then register a hit in the wall. No "invisible cones" whatsoever. It's a shooting weapon? Define a range for it with a Raycast. It's a melee weapon, like for example a hammer? Attach the hit registerer directly to the hammer. Easy and it's also performance wise. So a hit it's a hit for both and nobody have something to complain anymore. Characters joints (arms and body) can be manipulated via C++ with active Inverse Kinematic thoward surv joints when Raycast register a hit. No rocket science here. Just normal trigonometry.
6) I love the game, i have almost 700 hours so i can consider myself a fan of the game, but what i've learned from my degree in game design, is that there are no issues that are unsolvable, and your job is to solve issues when you sell a game. This is not a "free-2-play". You pay for it and for every DLC. And there is also a "rank system". Why put a rank system in a game that register hits in a arguable fashion? That makes even more less sense.
Post edited by aurum_exe on2 -
Taking into account ping and weapon swing cone, plus the timing of the hit, it was just in range. Just.
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I stated that i'm a developer too. I develop games everyday for different studios. I know how things works, and the picture you linked shows the old way to do this kind of stuff. Character must have colliders on bones/joints to register hits in the right spot, like this:
This is how is registered hit collisions in usual multiplayer games. Can you imagine playing COD, hitting the head, while you're shooting 2 feets right above his head? The picture you linked shouldn't be the "hit" capsule but the Unreal's standard character controller. That is the "motor" controller that drives your movements and shouldn't be used to register any hit. And btw, colliders capsule are scalable, so the dimensions of character is totally irrelevant.
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You're falling on deaf ears, mainly because the devs from what it seems like to me, barely even bug test their changes when they ship them, so from my experience, they only care the bare minimum they have to. Unless a huge fuss is raised to the point where if they don't change it they'll lose players, I doubt they'll fix hitboxes in the way you're suggesting.
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My friends are the people i know personally. I didn't insult them, and i said "no offence", and they started the conversation being witty, telling me that "was a legit hit in the butt" while, "visually" it is not. I said "killers main" because for killers main the game is perfect how it is. With every killer main you speak, the game has no defect. It's pure. I play killer also, and i know how difficoult it is, but hatchets throug walls? Really? Is acceptable? Ok. I just stated that this is a problem and the fix is easy. Less than a couple of hour of work, and everybody is happy.
The "lag, ping, delay" stuff is just blabberish. If you've played Unreal Tournament in '99 you should know that the game was working great on 56k/s baud modems. 56k/s!!! Way more far than the actual high speed internet! And Unreal Tournament was just perfect and made it the perfect game at that time. Perfect synch of the players on the map, perfect hits, and that is why Unreal Engine is well known for his great multiplayer support. Moreover Unreal Tournament had collisions on every bone/joint of the character! Because a "head hit" should be a "head hit", not just a swing in the air! Probably here we are referring to an arguable final game polishing design. I mean poor game finalization. If you play other Unreal Engine titles, you don't see this stuff.
If you like the game how it is, ok, fine. I have no problem with that, i'm just saying that if you have 2 different perspectives, first person and third person, there are tons of ways to fix it. I'm not the only one who complain about "weird hits" and the devs explaination doesn't have to be accepted just because they say it has to be in that way, because isn't totally true.
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I don't understand why my answers keep disappearing and now i have a notification that says that my posts will appear when they are reviwed. Ok. Got it moderator. I just shut up from now on.
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Lag and hitbox nothing new. How to solve it? Dedicated servers yay!!! oh wait they are never coming.
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You're assuming dbd melee weapons have actual hitboxes on their shapes.
Theres a conical area in front of the killer, if the collision cylinder of a survivor is overlapping with that conical area, the survivor gets hit by the attack.
It doesnt matter how hunched over or leaning forward your characters model looks, the shape of the hit-cylinder doesnt change.
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I'm not assuming, but there should be colliders on the melee weapon to register an actual hit. The conical area is responsible for many of the "weird hits" that happens in game, and doesn't make any sense to design it that way, unless you don't give a f* about your product, because there more precise methods to do it without compromising the performance. There are many titles made with Unreal Engine, and this is the only one that after almost 4 years shows so many bugs and lack of optimization i ever seen.
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@aurum_exe If you think you can do better, please apply: https://www.bhvr.com/job-opportunities/
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This all just comes down to latency. When you play, other players can not see your character the same as you do. They see what you did a few moments before, based on your ping.
iirc, if your ping is 100ms then it will take a 0.1 seconds for the server (aka the killer) to receive your input so in actuality your character is always lagging 0.1 seconds behind you. This is the main cause why hits sometimes look like they shouldn't connect from the survivor side.
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Thanks for the tip but i have already a position. "Better" it's just a matter of good optimization. Can you state that DbD is well optimized? C'mon. It's the player talking with the competences of a developer, not an enemy.
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ex·cuse
verb
3rd person present: excuses
/ikˈskyo͞oz/
- 1.
- attempt to lessen the blame attaching to (a fault or offense); seek to defend or justify."he did nothing to hide or excuse Jacob's cruelty"
- synonyms:justify, defend, make excuses for, make a case for, explain (away), rationalize, condone, vindicate, warrant; More
2 -
Latency mysterious thing for people who never hear about computer networking...
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