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when will console - specifically xbox get dedicated servers or has that already happened?

Title.

I'm just wanting to know when I can stop getting punished for playing as a survivor when I connect to a killer with dial up wifi or this new (and really god awful for gaming) radio internet. or even worse satellite. ugh! don't get me started.


or has it already happened and this is the best that could be done?

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Comments

  • Cornpopers_Evan
    Cornpopers_Evan Member Posts: 2,428

    Consoles have no disclosed time that they'll be getting dedicated servers, just that it will happen eventually, I'm sorry.

  • wydyadoit
    wydyadoit Member Posts: 1,140


    thanks for the reply. I wish consoles would stop encouraging in-optimal setups for gaming by including blutooth and wifi functionality.

  • Fibijean
    Fibijean Member Posts: 8,342

    Dedicated servers will likely come to consoles when the testing phase is over on PC and they're ready to be officially launched on all platforms without needing constant backend tweaks and updates. Like @Cornpopers said, there's no confirmed date yet on when this will be, because testing is still ongoing at the moment.

    If it makes you feel any better, the servers come with their own set of problems and are definitely not as great as they might seem for someone still living in peer-to-peer land.

  • wydyadoit
    wydyadoit Member Posts: 1,140

    my biggest concerns right now are:

    1. does it prevent the killer from rage quitting or at least reward me for my efforts
    2. does it punish survivors that rage quit
    3. does it allow survivors with crappy internet to realize they have crappy internet
    4. does it allow killers with crappy internet to realize they have crappy internet
    5. will it prioritize the BEST connections over the WORST connections?

    if it does those things then I don't see how it could be worse.

  • Cornpopers_Evan
    Cornpopers_Evan Member Posts: 2,428
    edited December 2019

    To answer your first two, no, it does not prevent anyone from quitting BUT there is a time ban system incoming for people who rage quit. Basically it's a ever increasing amount of time once you rage quit.

  • wydyadoit
    wydyadoit Member Posts: 1,140

    then that does discourage rage quitting and that's good enough in my book to be an equivalent of preventing it.

  • Fibijean
    Fibijean Member Posts: 8,342
    edited December 2019

    The answers are:

    1. It doesn't prevent anyone from rage quitting, but it's supposed to reward survivors for their efforts if the killer ragequits. It doesn't happen to me very often, so I'm a bit hazy on the details, but I'm pretty sure that you get any bloodpoints you had already earned during the match, and you at least safety pip. I believe that's how it's supposed to work, at least. Someone else with a better memory can correct me if necessary.
    2. Survivors that ragequit are currently punished by the same system that is in operation on consoles (players get banned for excessive disconnects), however a new system is about to be implemented on platforms with dedicated servers - PC and Switch - whereby survivors who disconnect from a match will be locked out of rejoining the queue for a certain amount of time. Details of this system were described back in the July Dev Update (https://forum.deadbydaylight.com/en/discussion/73858/)
    3. That is one advantage of the dedicated servers, that if any one player, survivor or killer, has bad internet it affects that player only. People still can and do blame the servers for their bad connection, but at least they can't blame each other anymore.
    4. See above.
    5. I assume by "prioritise" you mean when it comes to deciding which ingame actions register as far as the game itself is concerned. Generally, the servers are set up to prioritise the killer's connection when it comes to any interaction between killers and survivors, such as hit detection, because there were a lot of problems originally with latency which made killers like Nurse, Huntress and Plague basically unplayable. When it comes to interactions between players and the environment, however, such as jumping into or closing the hatch, or interactions between survivors, such as healing, whatever information reaches the server first tends to get prioritised.

    Overall, I wouldn't say it's necessarily worse than peer-to-peer because there are a lot of good things about the servers in theory, it's just that a lot of the changes that need to be made in order for the dedicated servers to be superior haven't yet been made, which is why they're still in the testing phase. But they're definitely getting there - the servers are miles better than they were two months ago - so hopefully it's only a matter of time before they're ready to go live on consoles as well.