Do I have to spell it out for ya...
With all the money being made from players buying cosmetics and dlc killers & survivors........ When in the hell are we getting Dedicated Servers? This damn game needs it BAD! Love this game but I'm getting tired of getting hit by the killer when they're like a mile away from me and when they go for a pick up I teleport back to the spot I ran away from.
Comments
Sadly the game seem to have been built with a p2p mechanic, so, for little i know (very little) they should rebuild the game from the start to add dedicated servers... wich will cost... a lot.... like... really a lot...
Still i can be totally wrong and this being only lazyness, but i'm prone to the "it will cost" version...
I think I need you to spell it out, I is bad at engrish
also dedicated servers are really hard to get
I love the backseat devs on here and Reddit who think that it's like flipping a switch for severs. Unless you have any idea on how t works, which I don' personaly, then don;t demand.
#1. Imagine, its a nice Holiday season, the developers are on a well-deserved vacation, and there's a DDoS attack on the server. That's it then. 'Cannot connect to server' for days together.
#2. The Maintenance. There will probably need to be a maintenance day every week, where the game will be down for a few hours once a week. Not much of inconvenience, but still.
#3. Server Lags. Since the servers will be based where BHVR is located, i.e. Canada, player logging in from the countries far away in the east, middle east, will still have lags due to high ping.
#4. Hardware issues. Every game I have played with a dedicated server, has had atleast a hardware issue once where the game is down for multiple days together.
In the end, like I said, dedicated servers maybe better, but it's still not a perfect system, and has its own cons too.
Honestly I think the only con would go to killers who would actually feel lag if the survivors are lagging. Hence how killers can lag switch right now and survivors will freeze and they can freely walk around and hit them.
#2 "probably"
I personally don't know any server based game with those maintenance days. Also, steam has akready maintenance day every week where noone can get online for 20 minutes, dont see the issue here tbh
#3 well, that's just an issue due to money. If they invest more money they can spread out wider like other server based games
#4 what exactly do you mean with that?
#2 I have played some games where they do weekly maintenance and they have dedicated servers. It's not a whole lot of inconvenience, like I said.
Doesn't really seem that much of an issue at all in my experience. Laggy host at lobby? Just dodge
A lot of the time people just blame lag when they don't think something should have landed.
I already die while struggling because of killer's internet sometimes and get hit 2 meters away from the window as well. Dedicated servers would be more fair for everyone, not just for one side of the game.
If you played as a survivor more often yoi would know it's not that easy.
I always dodge red ping, but even with green ping you still get lag spikes sometimes.
Play as a survivor for a straight month and tell me how was it.
Ok so the biggest issue for dedicated servers you say is DDoS attacks. Then you give a example how bad it would be to have a DDoS attack during the holiday season. I'm sure its happened but could you (or anyone) list any big popular games with dedicated servers that this has happened to? How long were you unable to play the game? I only ask because the only game that I've played in the last five years that was affected (for like a day) like this by DDoS attacks was the f2p game Warframe...which doesn't have dedicated servers.
I used to play one mmorpg game some years ago, and the example I gave, was what happened once during the holiday season.
The recent incident I know, is of Ubisoft. Here's the proof.
@Khalednazari seems to be the only one who understands that dedicated servers aren't the panacea of online gaming. Every system has its flaws.
They are not, but they are better than local servers. No one said dedicated servers are gonna solve all the problems.
You're speaking to someone with over 2,200 hours and I play both killer AND survivor at rank 1 every reset. I know clearly how the game play is.
They're not the only one, I've just gotten tired of trying to tell the same people over and over again how it works. The same is true for newer people that go look at old threads and think yeah this will work and completely ignore all the reasons it won't solve everything.
They're different. They have benefits and drawbacks, like everything else.
If you know then i don't get why you say " Doesn't really seem that much of an issue at all ".
Either you ignore it or just wanna have it easier as a killer and take advantage of that issue.
It's not entitlement. You said and I quote, "If you played as a survivor more often yoi would know it's not that easy."
You said I didn't have experience and I showed otherwise. All I did was provide a rebuttable to your argument and you didn't like that.
I say, " Doesn't really seem that much of an issue at all ", because it's not. If you played the game more you'd agree. The entitlement is you blaming lag many times instead of excepting your mistakes, which is why I also already said, " A lot of the time people just blame lag when they don't think something should have landed."
Same way as you, i've been playing both roles at rank 1 every month for 2 years and i can tell that you just need one month to realize that lag creates too many unfair situations towards survivors in this game, if u want to ignore it then it's your problem.
Of course servers are not a problem for killers since they are the ones who host.
Sure you do lol.
I'm on the side with the person saying lag isn't an issue. I play both sides. I feel like I barely ever get into a laggy game. Once in awhile it'll start smooth and get laggy. But I just finish the game and not cry about it. But it's probably 1 match every 30 matches that I experience a laggy killer. The rest I just leave their lobby at the start, and I barely ever have to do that.
Dedicated servers would be great and all. But it probably isn't something they're going to pay for. I mean how much money do you think DBD actually sells? Probably not very much. Games been out for two years. The people that want to play it do. The skins in the store are a meme. Every other game on the planet is doing far better on skin creation. I doubt many people buy these Auric Cells for crappy skins lol.
I'm pretty sure that if someone is in a game that has both options, like L4D2, no one picks "local servers" because obvious reasons (unless they want to play with mods).
What you are saying will only get worse with dedicated servers. Vaulting will be more about who is closer to the server, then any skill. The way it works now isnt just fine, it's actually the best setup for the game. If you see the killer has ######### ping, you can just leave and find another, who will be green for you.
They're not perfect at all, but they're consistent and tolerable unless you get all sweaty every game for max bp. Even at rank 1 it's not the thing that causes most problems. Hook farming and bond leads are more problematic imo.
NTM you can see killer ping in pre lobby....
They can be tolerable sometimes, but that doesnt mean they shouldnt improve it, same way they fixed many other issues with the game.
About the ping in the lobby... I wish i could trust that, but we all know that you can get lag spikes even when ping is green, and some of them suspiciously convenient for the killer.
The "killer side lag that can be dealt with dedicated servers" isnt so bad as to cause more problems with the game, imo. Like I said, it's unfortunate when it happens, if someone lag switches to hell and back, but when it's just inches of space or a half second of an animation that the killer lag caused, its not that bad. When I first started this game I complained a LOT about "lag". Then I learned to play around the minuscule problems that occur.
And yeah, I get lag spikes from green ping, but it's either very seldom and non problematic, or such obvious lag switching I just die on first hook and move on.
Dedicated servers exist for a logical reason, they are way less problematic than local servers.
I still don't understand why this game was designed for local servers...
1) DDoS attacks could already affect the servers now. Remember, this game is not completely based on P2P. There's always some central services involved (as of now, it's the matchmaking service, the shop, the profile service [saving your bloodpoints, perks and stuff], and probably even more)
2) Maintenance CAN but doesn't always HAVE to mean having a service downtime. If you're designing a distributed system (which this exactly is), you can design it for minimal downtime and e.g. have rolling service instance restarts/updates. Also design databases and distributed datastructures to be extendable/open for extension. It just depends on having capable and experienced system architects on board that incorporate such a requirement into the design and using the appropriate technology (all that can be done using open source software).
3) Wrong. You can have servers in datacenters all around the world. No problem.
4) In times of "Infrastructure as Code" and the possibilty to spin up dedicated servers in AWS/AZURE (using an API) in a very short amount of time, this is also not a problem anymore. Hoster can not fix the server asap? -> Just order a new system. Deploy the software in an automated way (use Ansible, Puppet, and what not). Register the new server/service instance to the infrastructure/matchmaking. Terminate the subscription of the old server. Done.
1) DDoS attacks could already affect the servers now. Remember, this game is not completely based on P2P. There's always some central services involved (as of now, it's the matchmaking service, the shop, the profile service [saving your bloodpoints, perks and stuff], and probably even more). So that's not really a reason to not implement dedicated game servers, right?
2) Maintenance CAN but doesn't always HAVE to mean having a service downtime. If you're designing a distributed system (which this exactly is), you can design it for minimal downtime and e.g. have rolling service instance restarts/updates. Also design databases and distributed datastructures to be extendable/open for extension. It just depends on having capable and experienced system architects on board that incorporate such a requirement into the design and using the appropriate technology (all that can be done using open source software).
3) Wrong. You can have servers in datacenters all around the world. No problem.
4) In times of "Infrastructure as Code" and the possibilty to spin up dedicated servers in AWS/AZURE (using an API) in a very short amount of time, this is also not a problem anymore. Worst case: Hoster can not fix the server asap? Just order a new system. Deploy the software in an automated way (use Ansible, Puppet, and what not). Register the new server/service instance to the infrastructure/matchmaking. Terminate the subscription of the old server. Done.
Conclusion
Other companies have managed to change their P2P system to dedicated systems (of even a hybrid system). So could BHVR. It only depends on them being willing to do so.
Playing killer might be impossible with small lagg in the current game.
Imagine hitting a 360ing survivor if you dont have perfect ping..... not sure how thats gonna work out.
A lot of stuf would have to change to enable dedicated servers, and sure it would be better in the long run but I highyl doubt that the devs will ever got through this effort
Because there is only one side that has to aim.
It is easier to make the game run on realtime on the killers side since survivors only have to escape, they dont have to aim like in a FPS game and the only issues occur when there is really high ping (lobby dodge if you verse a killer from another region)
The only real issue about p2p in my opinion is that they cant really punish DCs (at least I assume thats the reaosn why they dont punish them)
Imagine if theyve complete redone their code and everone plays on dedicated servers now. Survivors wouldnt be hit by weird looking hits, ASSUMING that there connection is fine and I can tell you that most survivors dont have a stable connection (otherwise they wouldnt accuse me of laggswitching
)
But the big problem will be on the killers side. If you only have the slightest amount of lagg, how are you supposed to hit a fast-moving target like a 360ing survivor for example?
Or imagine playing huntress or nurse with lagg, we already see on console how much the framrate affects those two, now imagine additioal lagg.....
In this community there is only black and white. EIther you are a killer main that wants to keep his advantage of laggswitching or you are a survivor main wanting dedicated servers such that you cant be laggswitched
anymore. All that even though laggswitching isnt even a real thing anymore. Thats the mentality here
To give an example, you mentioned getting hit when the killer is far away. Right now:
- Game sends your data to the killer (slight delay)
- Killer recieved that data. If they register a hit, the game sends data back to you to register the hit on your end (slight delay again)
That's basically it currently, massively simplified of course. With dedicated servers however:
- Game sends your data to the server (slight delay)
- Server sends your data to the killer (another slight delay)
- Killer receives your data. If they register a hit, the killer sends that data to the server. (Another delay)
- Server sends that data to you to register a hit on your end. (A fourth delay)
So in that case, you're going to have even more lag on hits. Servers aren't magic, it takes time for your data to physically travel between two places. Adding extra steps to that process increases that delay. Even games with dedicated servers have these issues. You'll notice it particularly with shooters where you could get shot well after you went behind a wall on your end.
That's just the tip of the iceberg, there's a lot more reasons why it's not a clear choice.
Rocket league is a game with dedicated servers, it's a game that requires precision and haven't had any problems with that.
Rocket League is also way larger in terms of player base and their dedicated servers are all over the place and it's also VAC secured. They've got multiple server locations all over the world since they can afford it which is something most people don't consider.
Server locations isn't typically an issue. Most game developers do not host their own servers but rather rent them from other providers that have many locations around the world already (Amazon, for example).
The big difference is the way the game interprets and compensates for lag. This varies from game to game.
Something like Battlefield keeps it somewhere around the middle. Stuff is handled on the server side rather than on the shooter's or shootee's side, meaning that it doesn't give either side the benefit of the doubt and splits the difference. You can hit people around corners, but nobody gets preference. You don't get an advantage by having high ping.
Then there's games like Overwatch that'll bias detection one way or the other. In that particular case, it'll favour the shooter. If you hit someone on your end, it'll hit them on their end. This will mean that it feels more solid for you, but there may be more delay on their end (you'll get shot behind walls more, and you'll also see more kill trades for example).
There's also a ton of hidden stuff usually going on and little tricks the game can use to predict movements and whatnot to mitigate the effects, but it's not always perfect. You can get something that feels pretty solid on both ends, but it's a ton of work to do it right. Not going to comment on Rocket League as I haven't had a chance to play it (it's stuck in my backlog purgatory).