Dedicated servers: Why have they been configured so badly from the ground up?

Don't get me wrong they aren't too bad but why on earth do I get lag for skill checks?

https://www.youtube.com/watch?v=5Jtw4tM_9-c

The main issue why people wanted to have dedicated servers was lag? Please correct me if I am wrong?

Previously the 'dedicated server' was the killers computer using p2p but now it seems we are all connected to BHVR's dedicated server(s).

I have never had issues with skill checks lagging before on p2p so why are dedicated servers configured to do this?

What was needed was two things:

a BHVR server that monitored connections to the players computer in that could they see it and what latency.

the 5 computers/consoles to do the same using the game software.

The BHVR server would then be able to judge whether this had occured and act by bans/removing blood points etc.

This would have ensured that people weren't cheating and know who was DC'ing so that they could be punished rather than the rest of the survivors &/ killer and the DCer rewarded with an easier deranked game next time (*still pending for this punishment).

Why on earth are they configured to be used during gameplay, the doctor I am still walking into walls and being teleported around due to lag... people were right to ask for dedicated servers but why oh why are they set up this way?

Comments

  • They promised something they couldn't do in time (just like a teenager with his essay) and that they didn't know how to do. To save their "credibility" they released testing servers as ready-to-work servers.

  • I mean don't get me wrong, maybe it wasn't because of people DC'ing?

    What could be faster than a P2P point to point communication for game play?

    Just watched that video again just for chuckles

  • @YaiPa said:

    They promised something they couldn't do in time (just like a teenager with his essay) and that they didn't know how to do. To save their "credibility" they released testing servers as ready-to-work servers.

    Basically this.

    @Topic:

    The main issue with P2P was that you can end up in Lobbies with high and inconsistent Ping, because the Killer might use Wi-Fi or you are simply in a Lobby where you should not be. Like, once I ended up in a Lobby with 3 South Koreans. Either they were horribly wrong or I was horribly wrong, lol.

    But the Dedicated Servers do not really fix the issue of bad or inconsistent connection. It is probably even worse, because while you might have a 50 Ping to the Server, the Killer might have 150 Ping. This is a huge difference from you to the Killer, and you cannot even do something about it, because you dont see the Killers Ping.

    And even something like Lagswitching or similar things cannot be prevented. Like, I played vs a Huntress a few weeks ago who used a VPN. She hit Hatchets which were like 3 meters away, because her connection was so bad and she was playing on a Server where she should not play. So this cannot be prevented.

    Also Dedicated Servers introduced a lot of other Issues, especially at the start where Projectiles where horrible. Which is still the case, somewhat, Huntress is not cool on Dedicated Servers, sometimes things that clearly should hit do not. Other Hatchets seem to inflict AoE Damage.

    Then things like Dead Hard, which is not working on Dedicated Servers, or Window Hits, which should not hit at all - like perfectly played Windows, getting a fast vault, but still eat a Hit, even tho the Killer was not close enough to get this hit.

    Dedicated Servers are not ready, but in the end, they are released. BHVR advertised this as a test, but since then they barely mention the Dedicated Servers, calling it an "ongoing process", but they are not ready for live. They should be disabled for at least a year and then tested again. And only "tested" not like "We call it a test, but they stay".

    So yeah, in the end the Dedicated Servers were probably released so that BHVR can say: Yep, we did it.

  • That was a local lag not a server lag. Skillchecks are local. Something happened in game just at the point your skill check happened. The best example of this is in the past when playing killer the game would freeze just like that exactly 15 seconds into a chase. Calculating bloodlust just took too much out of the game.

    Improving dedicated servers will not prevent that. Optimising the game will.

  • As far as I know skill checks are completely client sided. So it's your pc that lags.

  • @JawsIsTheNextKiller and @Erak

    I've never had problems with skill checks in the past when we used p2p only since dedicated servers and I totally agree that skill checks should only be client sided.

  • Dead hard not working correctly since dedicated servers are another reason why I believe game play is being put through the servers and not just monitoring cheating/DCing.

    Old Doctor and Ruin were two things that caused lag and skill checks needed to be lag free, both have recently been changed which might be due to these issues with dedicated servers

  • Hearing about Hag teleportation dedicated server issues now, why is that information passed not directly to computer to computer? Surely this is wrong, point to point is fastest not point to point to point each time