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Think of it like a spiderweb of sorts. Everyone has to connect to DBD servers, and in a match the survivors connect to the killer who also connects to the DBD servers. The latency of the game is dependent on the killer because the game is using the killer's network, which is why pings vary so greatly between different killers, and if a killer disconnects, you have no possibility of having a game.
With this new system, you no longer need the killer's connection to play. Everyone connects to the DBD server and their ping is of their own ping rather than the killer's ping. There will no longer be red pinged killers left and right, and those that have terrible lag will be the ones suffering in the game rather than the survivors.
Good ping killers will notice little difference. Bad ping killers will be missing a LOT more window vault hits.
It's more than just that.
In p2p data is sent from you to host then host to you. There is only 1 ping to deal with that effects lag for interactions between you and the Killer. In a server there is your ping to the server and the Killer's ping to the server as well. BOTH effect lag on BOTH ends when you and the Killer interact.
Ever get shot behind cover in a shooter? Where you turn a bend into solid cover, but still get shot for a moment or so afterwards. That's because your data of moving behind cover takes time to reach other players. The longer it takes for that data to reach somewhere (ping) AND the more steps it has to go through (you-server-Killer), who each have their own pings, the worse the lag gets in exact details.
Dedicated servers will not help DbD at all. If it does anything they will only make things worse for everyone.
As of right now, it takes longer than 10 milliseconds for the killer's system to get the survivor's input, so the hatch gets closed, even though the survivor was faster. In other words, in the current system, lag helps the killer, regardless of whether it comes from the survivor or the killer.
A dedicated server acts as an impartial judge. Assuming both sides have equal lag, the server will recognize that the survivor did indeed interact with the hatch first. And if there is lag, then the person who has the lag is punished, not the other party.
That's why Behavior is spending so much time and money on them. Right? Since it won't benefit anyone. Clearly they're just throwing money out the window for zero reason!
They are working on it so hard because it will do more harm than good. Thinking they can make it work or at least be in a reasonable state.
Dedicated servers are already a thing. Make a Kill Your Friends lobby that has a spectator as host that you will simulate how a sever plays like. It runs like crap and that's exactly how the PTB was setup and ran.
Plus, servers are almost the number 1 request from the community. "Give the people what they want", even if dont know what they're asking for.
For hatches, it should work like that. But any other interaction?
Attacks will be more janky and have longer ghost reaches around windows, pallets, and juking/360s would be impossible. Gen grabs would have less reaction times. Pallet stuns would be screwed.
It would take time for an action (attack, vault, anything) to reach the server then another player. Combining both pings into their total lag. Then reacting to an action as well goes through the same chain.
If both players have a 80 ping, any interaction between them would effectively have a 160 ping. 80 ping in DbD is perfectly fine, a 160 ping is starting to become janky. It only gets worse from there.
Reaches would not become longer. That's one of the primary benefits of dedicated servers.
Right now:
At t=0ms, survivor sends data for escaping killer reach
At t=100ms, killer sends swing data to self and hits, since it doesn't know the survivor is out of range
At t=150ms, survivor data for escaping killer reach arrives, but killer has already hit
Dedicated servers:
At t=0ms, survivor sends data for escaping killer reach
At t=100ms, killer sends swing data
At t=150ms, server receives data that survivor is out of killer reach
At t=250ms, killer's swing data arrives; server knows survivor is out of range, so is a miss
Under P2P, the killer hits even though they don't deserve to, and under dedicated servers they miss, unless the survivor's lag is greater than the gap in between the inputs and the killer's lag combined. It's the same for gen grabs and pallet stuns.
You're also ignoring an important part of dedicated servers: consistency. Your lag is determined only by your connection to the server. I don't remember whether skill checks are client-side or server-side, but either way the move to dedicated servers cannot hurt them (client-side things are unaffected, and server-side things can only be improved by having lag not vary by ridiculous amounts from match to match).
In other words, dedicated servers are more fair, because no one player is in a privileged position. And remember that P2P allows killers with poor ping to force their lag onto everyone else, which dedicated servers don't do, so dedicated servers will also have less lag as well for those who don't have poor ping.
This, kids, is why you don't leave school. Clearly you have zero idea what you're talking about. Boy am I glad you don't manage this, or any, game.
Here is my example. Survivor on a gen and the Killer turns a bend to attack.
For the Killer, he sees the Survivor and insanity lunges. It takes the Killer's ping to the server, then the Survivor's ping from the server for the Survivor to even see anything. Giving almost no time for a reaction as by the time the Survivor even sees the Killer, he already landed a hit. No time to run, no time to dodge/juke, nothing but already being hit before knowing it.
A majority of DbD gameplay is about reacting to the other player. Killer reacting to Survivors mid chase, and Survivors reacting to Killer out of chase. In reaction based gameplay, you want the LEAST amount of lag possible or there simply wont be anything to react to. Actions will happen before you even see them.
That's my point. P2p allows you to react to actions faster than a server as there is no middle man or added chains in the data flow. And as DbD is mostly a reaction based game, a server will do more harm than good as it will make reacting to anything near impossible without doing a lot of ♥♥♥♥♥♥♥ with hitboxes.
That is simply false. With dedicated servers, if the survivor can't see the killer, then that means the killer is lagging, and if the killer is lagging, then they can't hit the survivor unless the survivor is lagging even more. In p2p, what happens on the killer's screen goes, even if it disagrees with reality.
With dedicated servers, if my ping is 80 ms, then my ping is 80 ms. With P2P, if the killer has 300 ms, then I'm stuck with 300 ms, too. Dedicated servers therefore represent an increase in speed, not a decrease.
Again, this is the whole point. In P2P, if the host has bad ping, then everyone is punished for it. With servers, if one person has bad ping, only they are punished for it.
Player presses W. It takes his ping for that data to reach the server and then another players ping to get that same data. So if both players have a ping of 80, that means there is a 160ms delay before one player can see the action of another.
In most games that doesn't really mater that much as they have prediction systems. Mount and Blade, you could react to someone attacking you but you really need to predict their attacks in order to block/parry them. In Mordhau or Chivalry, you need to predict the other player in order to do the same. For For Honor it's the same. Prediction is the focus for most melee based games.
DbD isn't prediction based.
Say the Killer clicks M1 to attack. That means the Killer got close enough to lunge and Survivors then react to his attack from being able to see him coming and see/hear the Killer start a lunge before that attack lands. And before that, any/all mindgames are the players reacting to each other. Minor predictions are needed, but the majority of the gameplay is reacting to the minor details of what the other guy does. Seeing them, hearing them, you are reacting to each other far more often than not.
In a server an attack takes the Killer's ping for it to reach the server and decide if the attack lands or not, then it takes the Survivor's ping for him to see that attack. Mindgames and jukes would be the same, they would happen for the player who starts them THEN the other player would see their effects after it is said and done. How the hell are you suppose to react to anything? You wouldn't. Any form of reaction wouldn't be all that possible making the core gameplay in DbD turn to ♥♥♥♥.
Reaction, that's the key word. DbD's gameplay is purely reacting to others. Not predicting, reacting. And servers make reaction based gameplay a joke from adding a middle man into data flow that just doubles latency at the best as it has to go through 2 pings to share any form of data but only 1 ping for an action to take effect.
Servers will only make things worse for everyone. I seen this in the PTB, many others seen it as well, and it is something that just can't be fixed without removing DbDs reaction based gameplay with a prediction based gameplay. But I don't see that happening without remaking the entire game from the ground up.