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Killers hit angle

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Comments

  • Johdude
    Johdude Member Posts: 29
    edited October 2018

    @Peanits said:
    Even if you don't want to hear it, it is mostly latency. So long as the killer's hitbox and the survivor's hitbox overlap during their attack, it's going to register a hit. There is going to be a delay there, and even a split second is enough to make it look like a miss in close quarters. So the simple answer is latency, like it or not.

    Beyond that, there's also smoothing in play. As you're playing, the game isn't sending information back and forth thousands of times per second. That would cause a lot of lag for people with weaker connection. Online games will send information periodically and fill in the blanks on your end in between. It's not 1:1. (Massively simplified e.g.: He was looking this way, but now he's looking that way. Rather that just snapping from one direction to the other and looking he's teleporting around, the game smoothly rotates them to the correct direction.) This adds a slight delay to what you see.

    But the important thing is that if you got hit, it's because they did actually hit you. It's not just giving them a free hit for no reason.

    At what tick rate does the socket run?

  • Radiant
    Radiant Member Posts: 187
    edited October 2018

    Let's do some math:

    Wrong capsule-shaped surv hitbox that is 3x times bigger than the actual surv and doesn't change with any movement (except crouch)

    PLUS

    Huge spheric shaped killer hitbox that can hit in any direction in 90% of the lunge movement

    PLUS

    Lag due to p2p connection

    IS EQUAL TO

    Counter-intuitive collision system you have to get used to after hundreds of hours of play (if you're a surv, if killer is just a gift).

    THEREFORE

    Just get used to this #########, is not gonna change: when they tried to rework the huntress hatchets to a more realistic one they made a mess cause suddenly they had to aim (lol).

  • Master
    Master Member Posts: 10,200

    @Radiant said:

    Let's do some math:

    Wrong capsule-shaped surv hitbox that is 3x times bigger than the actual surv and doesn't change with any movement (except crouch)

    PLUS

    Huge spheric shaped killer hitbox that can hit in any direction in 90% of the lunge movement

    PLUS

    Lag due to p2p connection

    IS EQUAL TO

    Counter-intuitive collision system you have to get used to after hundreds of hours of play (if you're a surv, if killer is just a gift).

    THEREFORE

    Just get used to this #########, is not gonna change: when they tried to rework the huntress hatchets to a more realistic one they made a mess cause suddenly they had to aim (lol).

    You are always there for a laugh,

    Thanks

  • Johdude
    Johdude Member Posts: 29

    @Radiant said:

    Let's do some math:

    Wrong capsule-shaped surv hitbox that is 3x times bigger than the actual surv and doesn't change with any movement (except crouch)

    PLUS

    Huge spheric shaped killer hitbox that can hit in any direction in 90% of the lunge movement

    PLUS

    Lag due to p2p connection

    IS EQUAL TO

    Counter-intuitive collision system you have to get used to after hundreds of hours of play (if you're a surv, if killer is just a gift).

    THEREFORE

    Just get used to this #########, is not gonna change: when they tried to rework the huntress hatchets to a more realistic one they made a mess cause suddenly they had to aim (lol).

    Exactly. When it doesn't even lign up from a killer's perpective, I can only imagine what it looks like on the survivor's side.

  • Radiant
    Radiant Member Posts: 187

    @Master said:

    You are always there for a laugh,

    Thanks

    I am sorry for you. I hug you dearly. <3
    Here, come poor fellow player, I teach you something now.

    HITBOXES

    SURVIVORS: they are all capsule shaped and are the same size for every character.
    Amazingly they don't change in shape when you do a gen or a totem (!!!!) so you can basically be hitten 1 meter above your head.
    They reduce slightly when you crouch, but that is all.

    CURRENT HATCHET: the big sphere is the hitbox of the hatchet, if any part of the sphere hits any part of the capsule, you go down.
    See that small sphere inside, near the hatchet handle? Well THAT is the hatchet collision to the other objects of the world.
    If THAT small sphere hits a tree then the hatchet hits a tree, otherwise you go down.
    This answers to "I got hit behind a tree" or "around the corner!". This is why.

    REWORKED HATCHET this is the rework they tried to apply to the hatchet, with hitbox and collision of the same squared shape and size, more similar to the actualt shape of the hatchet.
    Complaints from the killers where so loud they had to rollback to the above.

    So, dear @Master, maybe study the above math and STFU?

    Hugs :*

  • Peanits
    Peanits Dev Posts: 7,555
    Johdude said:

    @Peanits said:
    Even if you don't want to hear it, it is mostly latency. So long as the killer's hitbox and the survivor's hitbox overlap during their attack, it's going to register a hit. There is going to be a delay there, and even a split second is enough to make it look like a miss in close quarters. So the simple answer is latency, like it or not.

    Beyond that, there's also smoothing in play. As you're playing, the game isn't sending information back and forth thousands of times per second. That would cause a lot of lag for people with weaker connection. Online games will send information periodically and fill in the blanks on your end in between. It's not 1:1. (Massively simplified e.g.: He was looking this way, but now he's looking that way. Rather that just snapping from one direction to the other and looking he's teleporting around, the game smoothly rotates them to the correct direction.) This adds a slight delay to what you see.

    But the important thing is that if you got hit, it's because they did actually hit you. It's not just giving them a free hit for no reason.

    how do you explain then that it also hits on the killer side, when they are the host of the match

    The killer's side is mostly a visual thing. It checks if you hit and then goes through the animation, locking on in the process. At that point the killer already got the hit and the game is just doing its best to make it look right. Sometimes that'll mean locking on to where the survivor was when the hit was validated, even if they moved since. Again, there's a little bit of latency and smoothing at play.
  • redsopine1
    redsopine1 Member Posts: 1,437
    Johdude said:

    @MhhBurgers said:

    @Dudddd said:
    Because baby killers need all the help from the devs, you have a huge circle around you as long as the killer hits the circle you’ll always get hit.

    Because I'm attacking people with a [BAD WORD] sword/hammer whatever, you will get hit if you're in front of me. It wouldn't make a lick of sense if I missed you even tho I looked at you during the attack. This is DBD not friggin CSGO.

    Did you read the original post? Most of the time the killer is just looking the opposite way. It's impossible to dodge the attack if the killer has a 180 degree lunge.

    If they lunge 360 they can swipe and turn around as well
  • Master
    Master Member Posts: 10,200
    edited October 2018

    @Radiant said:

    @Master said:

    You are always there for a laugh,

    Thanks

    I am sorry for you. I hug you dearly. <3
    Here, come poor fellow player, I teach you something now.

    HITBOXES

    SURVIVORS: they are all capsule shaped and are the same size for every character.
    Amazingly they don't change in shape when you do a gen or a totem (!!!!) so you can basically be hitten 1 meter above your head.
    They reduce slightly when you crouch, but that is all.

    CURRENT HATCHET: the big sphere is the hitbox of the hatchet, if any part of the sphere hits any part of the capsule, you go down.
    See that small sphere inside, near the hatchet handle? Well THAT is the hatchet collision to the other objects of the world.
    If THAT small sphere hits a tree then the hatchet hits a tree, otherwise you go down.
    This answers to "I got hit behind a tree" or "around the corner!". This is why.

    REWORKED HATCHET this is the rework they tried to apply to the hatchet, with hitbox and collision of the same squared shape and size, more similar to the actualt shape of the hatchet.
    Complaints from the killers where so loud they had to rollback to the above.

    So, dear @Master, maybe study the above math and STFU?

    Hugs :*

    Actually I have a master degree in maths, funny that you mention this :wink:

    You claimed that the survivor hitbox is 3 times bigger than the actual survivor, clearly your image disproves that.

    Killer hitboxes are completely irrelevant when it comes to hit detection.
    Btw, we are talking about melee hits here, but apparently you didnt even bother reading the thread

    As I said, always great to have a laugh :wink:

  • MyNamePete
    MyNamePete Member Posts: 1,053

    The survivors hitbox is too wide, and this has nothing to do with latency. If you and another survivor were walking through a hallway from opposite directions, eventually you would meet and stop moving because you would be 'in the way' of each other when there would about a foot of distance from each other.

  • Radiant
    Radiant Member Posts: 187

    @Master said:
    Actually I have a master degree in maths, funny that you mention this :wink:

    You claimed that the survivor hitbox is 3 times bigger than the actual survivor, clearly your image disproves that.

    :( I am sorry dude, really.
    Maybe you should give back the master you invented... ever heard of 3 dimensions?

    If looking at the Meg standing on the XY plan already takes 1 additional Meg to fill the capsule, how do you think that Meg looks from the side (Z axis)?

    3x Megs to fill up that capsule... sorry.

  • Master
    Master Member Posts: 10,200

    @Radiant said:

    @Master said:
    Actually I have a master degree in maths, funny that you mention this :wink:

    You claimed that the survivor hitbox is 3 times bigger than the actual survivor, clearly your image disproves that.

    :( I am sorry dude, really.
    Maybe you should give back the master you invented... ever heard of 3 dimensions?

    If looking at the Meg standing on the XY plan already takes 1 additional Meg to fill the capsule, how do you think that Meg looks from the side (Z axis)?

    3x Megs to fill up that capsule... sorry.

    I will simply stop here because there is clearly no point in arguing with.

  • MhhBurgers
    MhhBurgers Member Posts: 1,758

    lol @ arguing with the survivor biased troll

  • Johdude
    Johdude Member Posts: 29

    @Peanits said:
    Johdude said:

    @Peanits said:

    Even if you don't want to hear it, it is mostly latency. So long as the killer's hitbox and the survivor's hitbox overlap during their attack, it's going to register a hit. There is going to be a delay there, and even a split second is enough to make it look like a miss in close quarters. So the simple answer is latency, like it or not.

    Beyond that, there's also smoothing in play. As you're playing, the game isn't sending information back and forth thousands of times per second. That would cause a lot of lag for people with weaker connection. Online games will send information periodically and fill in the blanks on your end in between. It's not 1:1. (Massively simplified e.g.: He was looking this way, but now he's looking that way. Rather that just snapping from one direction to the other and looking he's teleporting around, the game smoothly rotates them to the correct direction.) This adds a slight delay to what you see.
    

    But the important thing is that if you got hit, it's because they did actually hit you. It's not just giving them a free hit for no reason.

    how do you explain then that it also hits on the killer side, when they are the host of the match

    The killer's side is mostly a visual thing. It checks if you hit and then goes through the animation, locking on in the process. At that point the killer already got the hit and the game is just doing its best to make it look right. Sometimes that'll mean locking on to where the survivor was when the hit was validated, even if they moved since. Again, there's a little bit of latency and smoothing at play.

    Does this mean that I hit when I as a killer swing at a survivor and turn around during the swing?