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I also quite often have a chase where i literally swing through a pallet, collide with the survivor, and get pallet stunned without a hit.
Same for Wesker's window grabs. For every window you get grabbed through, Weskers bounce off of a window.
This is a double edged sword. I just hope BHVR doesnt just "fix" one side because survivors complain about hitreg a lot more than killers.
exactly for that reason.
Honestly, since there's dedicated servers now it feels like it's more prominent the hits that will count from those that won't.
"In Dead by Daylight, hits are calculated using the Killer’s position on their machine. This is a strategy that is used a lot in video games, often called the “favour the shooter” system, coming from first person shooter (FPS) games. This strategy ensures that the shooter (or Killer, in our case) is guaranteed to hit someone without predicting moves or latency from the Survivor.
We use this strategy because it is consistent and provides immediate feedback. A Killer knows that if they are close enough, their hit will connect. They will not have to worry about their attack missing because their opponent has a weak connection.
This does, however, have the unfortunate downside of favouring the Killer even when the Killer has an exceptionally weak connection. "
but it wasn't fully server-side validation either, just a validator that bypassed the killer's client so that the illegitimate hit was not executed, and then finally validated it in the killer's client as well. this resulted in a moment when it appeared to the killer that he had hit the survivor, but that hit was never actually justified. in the case of the new DH, this problem no longer exists, and since then i have not seen anyone who could show evidence that this still happens, everyone always just tells the old stories. it never happens to me when i play a killer. but even if it happens, it doesn't change the fact that the validation has always been on the killer's client/side.
as for the pallets, as far as i know, the pallet drop animation should at least 50% complete so that the killer is stunned without hitting the survivor. if the animation doesn't reach that point, both can happen at the same time and the killer can hit the survivor despite being stunned afterwards.
on the other hand, hitting through a fully dropped pallet is clearly invalid and favors killers with high ping.
The game being hosted on the killers side is honestly irrelevant. Someone has to host it. If they did it server side you'd probably see some crazy ♥♥♥♥ that would warrant killer hit validations that would drive people nuts.
Wrong. Dh probably still has validation too but that one is a lot harder to see now.
For me it's the pallet stuns as killer. I'll know it's going to drop so I purposely back up only to get hit moving away at a survivor and halfs distance from the pallet. I see this happen a lot and it leads me to believe that the game predicts killer movement to calculate stuns. If the game only ever favored killers on hit reg then this should only rarely occur.
I've also gotten some wacky hits, during the event in particular. Getting stunned onto the side with the survivor isn't supposed to happen but I see it almost every other day.
The game does not have a server-side validation.
here's a video of a killer with bad connection at pallet stun scenario that someone recently uploaded to the forums. i hope this makes it clear to everyone who benefits from the killer side validation:
https://www.youtube.com/watch?v=hs_-utzPx1U
otherwise, i'm not here to argue, i'm just stating facts. if someone still doesn't believe me after all this, or doesn't understand what it's about, i won't force the truth on them.
The best system is the current one. A few killers here and there being laggy doesnt mean this is a bad thing.
Also most of "hit validation" is because of Survivor ping + Killer ping. Blame your own internet connection. If you have 50ms against a 50ms Killer, its the most fair thing on the planet. Because on his screen, you're 100ms further behind than you are on your own.