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Dead by Daylight suffers from significant issues with its hitboxes. The hit detection is inaccurate and leads to player frustration. Implementing server-side hitboxes is crucial to improve the gameplay experience. However, the game still offers a unique experience that could be enhanced through better hit detection and server-side improvements.
Like it or not, even though it's not a fps game, dbd is a precision game (what the devs once denied), one hit can make all the difference and they should pay full attention not only to a total rework of the game's models to match the hitbox in question, but also to review the hit issue -validation, which was even implemented based on the dedicated servers, but was removed after some complaints from the killers, returning to be validated in the pov of the killer
I even understand the feeling of frustration when having a hit denied or having to predict the hit, but this premise is equally valid for the opposite role, it's super frustrating to get hit after a perfect fast vault already away from the window/pallet and having to predict what the killer will do, apart from the mind-game thing (2x punishable), making safe loops useless.
The best solution would be a hit-validation system based on who has the lowest ping in relation to the server, hence always validating what happens on that person's screen, no matter if it's a killer or survivor, this would force people to adapt with their own internet issues instead of punishing those who have a good internet, as currently.
I believe this would be the best in long run for both roles
Personally, it was the best time ever.
I'm assuming you mean a system that takes into account the ping and the time of the action in calculation (like the validation system does) and not one strictly based on ping. Is that correct?
I already commented about it here on the forum (answer your second question)
https://steamcommunity.com/app/381210/discussions/5/3810656756192835971/#c3800523859683964853
In fact the only official source is from when they added the system around 2020, making it noticeable on the pallets and even on the DH, which at the time worked to gain distance with the i-frames and the killers started to complain that they heard the survivor " screaming" after the hit, but didn't change to injured/dying, because the server "denied" the hit.
https://forums.bhvr.com/dead-by-daylight/discussion/185864/news-hit-validation-beta
I think it was at the beginning of 2021 that the same previous weird hits problems came back and when they (survivors) realized that the system was shadow-removed and killers stopped experiencing the "mom" effect (named in honor to the perk because the false hits), so, there is no official source about the removal and not even if it was total or partial, at least in relation to hook grabs things seems to still kind of work to this day with a similar system (in my experience)
That's what I figured at least. I'm fairly certain they tweaked the conditions for it. The original version had some really nasty effects with killer powers and I got validated a lot on pallets even with fiber internet and 20-50 ms ping. DH doesn't work that way anymore so that part is null and pallets I've seen get dedicated but it's rare and only happens when I get sent to a high ping game (sure would be nice if I could see my ping in the lobby :). I stopped trying to swing through pallets like I used to though so maybe that's part of it.
I don't think grabs were validated in the same way. They can take longer so they had a window to check the survivors reported position. I hate the way grabs work in that respect as I often would have hit the survivor if I wasn't locked into a grab animation.
Imo, having ping be readily available to players in the lobby would do a lot for avoiding these conditions. The killer doesn't even know if they are going to lag until the game starts (honest ones anyways). I doubt that putting everything on a server is the right option. It's more expensive (bad for bhvr) and could result in a lot of undesirable behavior. I've played games that validated every action on a server and it felt awful to play.
Validating every hit and refunding bad ones? That could work but maybe there is a reason they didn't do that in the first place.
yes, I even think it's the right way to make the whole game validated by the dedicated server, this is even a way of preventing hacks that exploit these vulnerabilities of things not needing the server to be validated, like insta done gens, insta down the 4 survivors, and so on., and I don't think they've fully implemented it yet because devs still haven't managed to improve the netcode issues and make the game more fluid, without being stuck with everything being validated, also because if the server is lagged, everything will have a delay inside the game (which is very common in the dbd the servers are working precariously sometimes)
The funny thing is that a little while ago (1 year +-) the game had this tool to see the ping in the lobby with the numbers still showing, both killer and survivors, but they removed it, that was a real downgrade.