Comments
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lol
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What Peanits described is literally standard for all online pvp systems.
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It does nothing to "make it balanced" because it has virtually 0 effect on SWF who can just call out that they're going down, making it a worse Jolt. Solo Survivors, the weakest role in the game, get absolutely demolished by it moreso than any other single perk.
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I'm not 4 people in a match
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I said BHVR isn't stupid but this delusional reasoning is probably more or less accurate to why they haven't.
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They've been getting tons of feedback for years, it's pissing in an ocean at this point. BHVR aren't stupid, they know exactly what people are asking for, but they aren't actually going to make good on any of it until the numbers start getting really bad. Focusing their resources on making minor adjustments and frequently…
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It's actually embarrassing that you still can't even see your team's perk loadouts in the lobby. BHVR is so stingy on making any changes that aren't simple numbers until they're basically forced to.
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They're not gonna make you one bro
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11 posts up you can see Tofu confirming they're off for him. Get your facts straight before starting with the boogeyman nonsense.
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Is anybody really surprised only BHVR's best little shills are given the privilege of not having their experience completely ruined by a rampant hacker problem that they're basically doing nothing about
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The myriad of excuses given by consumers in this thread are exactly how things get to this sorry state in the first place. The developers are NOT your friends and you have no reason to be running defense for them against legitimate criticism from people who actually want value and less BS out of the product they're paying…
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Don't act as if the period of time before this patch didn't happen by claiming the current state is "natural." For years it was very common for Killer queues to be quicker during the day as there were a ton of people on Survivor, and Survivor queues during the night as those numbers dwindled. As of the current patch Killer…
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Great post.
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I'm sure the "you just want to disconnect" morons are in absolute shambles with the current patch lol
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bump
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Name a single time this favor was ever given to killer players over the past 6 years.
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It's been "under discussion" for literal years and the best suggestion they ever came up with was extremely tentatively suggesting showing you if your teammate is doing a gen or totems on their icon, with PLENTY of asterisks next to it. BHVR's approach to bridging this gap is a complete joke and it will NEVER be done to a…
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Still getting this issue as of June 2022
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We need an actual confirmed answer instead of assumptions.
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I accept your concession
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Disconnecting and suicide on hook are just as prevalent as before the penalties. BHVR claims disconnecting decreased, however suicides increased to make up that difference. There's no circumstance where a serial disconnector isn't going to get their way in the end, they'll disconnect until the penalty grows to big and then…
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There's another one
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A lot of cheater apologists in the replies
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These kind of settings are decades older than 2012. BHVR is so behind the curve on the most basic graphics settings it's simply embarrassing.
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As stated in my opening post, VPNs mask a connections true ping and will not be picked up by that system. The IPs themselves need to be marked and many games already disallow the use of VPNs in part due to this widespread problem.
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Had this happen on basement stairs on Mother's Dwelling when a survivor hugged the inside wall.
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This appears to occur if the pallet is dropped on you during the weapon swinging animation (lunge too?)
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Can confirm this bug still occurs on Steam as well. It is easiest to reproduce by simply lunging into a pallet and releasing for a swing as it comes down. The attack animation appears to negate the stun entirely, and when the Killer is further into the pallet than I was in the clips below it can lead to some disgusting…
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This is perfect.
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Population problem. You can't get fast games if there's not enough people playing the other side.
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Alternatively you and your friend had very high ping to that server, or he was experiencing packet loss. Either way, the server didn't consider him to be where he saw himself. This does not mean "it's prioritizing the killer's connection", it means there was some other issue with player's positions being properly updated.
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Because it's not a matter of "hitbox size." The discrepancy you see between your character's model and the attack's hitbox (in this case Victor's entire body) is due to latency. This discrepancy can be further exacerbated with higher movement speed (full charge hatchets, Victor pounce) as the hitbox's position between any…
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This post is mandatory reading for everyone discussing this topic, I couldn't have possibly said it better myself.
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Hit validation helps to alleviate issues caused by latency, but cannot solve them outside of extreme cases. You will never see yourself getting a hit "that shouldn't have" because you have no latency to your own client.
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Hatchets are physics objects and should already be handled by the server. What's your average ping?
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Server hit validation, when released, will help against this problem. You will never have "perfect hits" because latency is inherent to online networking. Going after VPN users (especially with such a ridiculously stupid method as "look at their profile") is a massive waste of time and resources.
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Let's take a look at the numbers. Keep in mind the conditions for this build operating at maximum impact require You are injured The Killer is looking in your direction There are plenty of situations where only 1 or neither condition is met while you are in the process of vaulting. Standard Window Vault Speed: 0.5 seconds…
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I don't think you seem to understand this point. Unless they revert it back to client-side hit detection (never going to happen) they CANNOT overcome the physical limitations presented by latency. Until we figure out how to develop practical and affordable quantum computers or everybody agrees to only play on LAN, there's…
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The hit detection currently applied to projectiles IS server-side hit detection because they're physics objects, which are handled 100% on the server. There is always going to be a discrepancy in where the client sees the projectile and where it "actually" is on the server due to latency, this is not something that can be…
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It should also be noted that Dead by Daylight is undeniably THE most successful, perhaps the only successful, game in whatever niche of the market it fills despite all of its shortcomings. Naturally in an environment with a lack of competition, the quality of the product does not top the list of priorities as there's…
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bruh this ######### from january
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Ping from Shanghai to a TF2 server based in LA. There is zero reason Dead by Daylight should be allowing a match to be played with this sort of connection.
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As far as I'm aware both projectiles and player hulls work off the same terrain collision, there's no separate set used for either because it's pretty unnecessary. There's tools these days which will automatically generate collision around objects which were likely used by BHVR, but there are still portions manually…
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[Double post because my comment disappeared]
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It's standard practice in games to use a single cube (outdated), cylinder, or pill shaped hitbox/hull for collision. Mapping the hull precisely to the character model is not only significantly more taxing on the CPU, but can cause major issues and inaccuracies when calculating how your character is supposed to collide with…
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Click the little button next to the chat to close it.
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The swamp has a wider potential area the hatch can spawn. Unlike every other realm, it can actually spawn around the edges of the map. This can make it much harder to come across than anywhere else.
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I have 1,355 hours in DBD. Constantly red rank on both roles. I have 1,752 escapes and 178 & 462 "perfect games" on Survivor and Killer respectively according to dbd.onteh.net.au statistics. I have been playing Leatherface non-stop since the update and have played numerous games with him after MMR went live. I should not…
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Server already has authority over projectiles (physics calculations) and presumably grabs. This is why you already see issues with them, as according to the server the survivor already let go of the gen/vaulted/unhooked, you just didn't see it yet. There's not much that can be done to remedy this unfortunately.