Just why?

Why are we going to have server hit validation in live servers? You think that maybe what is causing the latency? Or maybe you have cheap or bad servers for your PTB?

Comments

  • It is not what is causing the issue, if that's what you're wondering. The system is completely disabled through the backend on the PTB at the moment. There's a separate issues causing the wrong server to be selected, meaning that a lot of people are getting sent to a far away server with a high latency. It wouldn't make much sense to test something that limits people with weak connections when everyone is being sent to the wrong server and getting a weak connection.

  • Whatever it is, I hope this doesn't take months to get implemented on console! I'm so tired of major latency hits occurring.

  • @Peanits said:

    It is not what is causing the issue, if that's what you're wondering. The system is completely disabled through the backend on the PTB at the moment. There's a separate issues causing the wrong server to be selected, meaning that a lot of people are getting sent to a far away server with a high latency. It wouldn't make much sense to test something that limits people with weak connections when everyone is being sent to the wrong server and getting a weak connection.

    If that's the case why are region not being locked to the closest server as in not getting a EU server when I live in TX? Most online games at worst can manage that.

  • @Peanits said:

    It is not what is causing the issue, if that's what you're wondering. The system is completely disabled through the backend on the PTB at the moment. There's a separate issues causing the wrong server to be selected, meaning that a lot of people are getting sent to a far away server with a high latency. It wouldn't make much sense to test something that limits people with weak connections when everyone is being sent to the wrong server and getting a weak connection.

    So why not fix the server and then test the system? It feels like you guys are trying to scrap the idea or make it "lost" along the way.

  • @kingoftheirish1992 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428447#Comment_1428447

    If that's the case why are region not being locked to the closest server as in not getting a EU server when I live in TX? Most online games at worst can manage that.

    That is how it works, the issue is that the thing that determines what the best server is for you isn't working properly on the PTB. Thus, people are being sent all over.

    @Artick said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428447#Comment_1428447

    So why not fix the server and then test the system? It feels like you guys are trying to scrap the idea or make it "lost" along the way.

    I can ensure you that there's no developer out there who's keen to spend weeks (if not longer) working on something like this only to scrap it before even testing it. If we weren't planning on testing it, it would have never been announced. There's just no sense in testing it while issues are going to completely invalidate the test, and most people opt out of the PTB by the time we'd be able to fix the issue.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428555#Comment_1428555

    That is how it works, the issue is that the thing that determines what the best server is for you isn't working properly on the PTB. Thus, people are being sent all over.

    https://forum.deadbydaylight.com/en/discussion/comment/1428565#Comment_1428565

    I can ensure you that there's no developer out there who's keen to spend weeks (if not longer) working on something like this only to scrap it before even testing it. If we weren't planning on testing it, it would have never been announced. There's just no sense in testing it while issues are going to completely invalidate the test, and most people opt out of the PTB by the time we'd be able to fix the issue.

    What do you mean? All you have to do is:

    if(working incorrectly)

    dont()

    Jk. I was just asking because it happend before with the movement extrapolation system you tried in a ptb and then it never made it to live.

  • @Peanits said:

    It is not what is causing the issue, if that's what you're wondering. The system is completely disabled through the backend on the PTB at the moment. There's a separate issues causing the wrong server to be selected, meaning that a lot of people are getting sent to a far away server with a high latency. It wouldn't make much sense to test something that limits people with weak connections when everyone is being sent to the wrong server and getting a weak connection.

    Are 60Hz tick rate enabled together with hit validation?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1428555#Comment_1428555

    That is how it works, the issue is that the thing that determines what the best server is for you isn't working properly on the PTB. Thus, people are being sent all over.

    https://forum.deadbydaylight.com/en/discussion/comment/1428565#Comment_1428565

    I can ensure you that there's no developer out there who's keen to spend weeks (if not longer) working on something like this only to scrap it before even testing it. If we weren't planning on testing it, it would have never been announced. There's just no sense in testing it while issues are going to completely invalidate the test, and most people opt out of the PTB by the time we'd be able to fix the issue.

    I maybe misunderstanding but it sounds like a coding mishap. Also thanks for taking time to engage and educate me even though I can be outlandish.