Please fix these hitboxes

Watch from 5:45 to 6:15

https://youtu.be/7OVaWUwnMvI

Yeah, as he said those hits are pretty questionable.

The first hit is the perfect example of why

HATCHETS SHOULD NOT HAVE SPHERICAL HITBOXES.

The second hit should not happen in dedicated servers, so noob killers won't rank up easily during matches, maybe changing the ping, that maybe before the match, in the lobby, was 80ms , and after 150/160

Comments

  • The Hatchet hitboxes were changed once.....



    Regrets were made that day

  • @Hoodied said:

    The Hatchet hitboxes were changed once.....

    Regrets were made that day

    If you regret those changes that means you are not a skilled player, and you want the game to be based on luck.

    Most times you would avoid a hit due to your skill instead you get punished cuz of a hitbox. Even when you're behind a rock.

    This is not skill, and what's the point of playing a game if it's not skill based?

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/688249#Comment_688249

    If you regret those changes that means you are not a skilled player, and you want the game to be based on luck.

    Most times you would avoid a hit due to your skill instead you get punished cuz of a hitbox. Even when you're behind a rock.

    This is not skill, and what's the point of playing a game if it's not skill based?

    Fun?

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/688249#Comment_688249

    If you regret those changes that means you are not a skilled player, and you want the game to be based on luck.

    Most times you would avoid a hit due to your skill instead you get punished cuz of a hitbox. Even when you're behind a rock.

    This is not skill, and what's the point of playing a game if it's not skill based?

    They made the hatchet an oval, it would actually go through people so they reverted the change

  • Yes cuz hitting something 1m away from the target and still "hitting" the target is fun for everyone isn't it

  • @kermit_snacc_choke said:

    https://forum.deadbydaylight.com/en/discussion/comment/688279#Comment_688279

    Yes cuz hitting something 1m away from the target and still "hitting" the target is fun for everyone isn't it

    He asked what was the point of playing a game if not skill based

  • I like the hotboxes of pizza Dwight delivers to me however the hitboxes are too pineappley.

  • That, is called the Killer has a bad connection.

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/688283#Comment_688283

    He asked what was the point of playing a game if not skill based

    Yes ofc you play for fun for a game, but fun is subjective for everyone. This isn't really Mario Party lol, it's DBD, doing your objective whatever it is can be fun (like hitting hatches) but it has to be fair for both sides at least,

  • @Alice_pbg said:

    https://forum.deadbydaylight.com/en/discussion/comment/688283#Comment_688283

    He asked what was the point of playing a game if not skill based

    How do you have fun knowing that something you've done is not "your"?

  • @Pulsar said:

    That, is called the Killer has a bad connection.

    In the second case I HOPE, but in the first surely not

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/688285#Comment_688285

    How do you have fun knowing that something you've done is not "your"?

    ...what?

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/688288#Comment_688288

    In the second case I HOPE, but in the first surely not

    Both of them were.

  • Yes, it was. Get used to the joys of peer to peer connection.

  • It's not Mario party dbd. You should win cuz of your skill. Not cuz of a gamble of luck

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/688306#Comment_688306

    It's not Mario party dbd. You should win cuz of your skill. Not cuz of a gamble of luck

    This specific game, yes. I agree.

    But games in general don't have to be skill based

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/688331#Comment_688331

    Yes, it was. Get used to the joys of peer to peer connection.

    On the dedicated servers there won't be an excuse anymore.

  • Welcome to the Huntress' Hatches world where the size of the hatchet is the size of a window.

    Huntress is the highest offender when it comes to hitbox bs hits.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/688353#Comment_688353

    On the dedicated servers there won't be an excuse anymore.

    That is correct. You will see.

  • the second hit was pretty fair he was still close to the window that's why i hate haddonfield when a bush spawns close to that building it's pretty much a guaranteed hit

  • @Kaiju said:

    the second hit was pretty fair he was still close to the window that's why i hate haddonfield when a bush spawns close to that building it's pretty much a guaranteed hit

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/688274#Comment_688274

    So hatchets literally going through people and not registering as a hit means that I just wasn't skilled enough? What?

    How is that any different than what we have now? All it is, is just flipped on the other end of the spectrum at best.

    Crap like this is why hatchets were changed back:

    https://www.reddit.com/r/deadbydaylight/comments/8h7p8b/i_am_miffed/

    The Devs just need to use the dedicated servers and change the hitbox from spherical to a parallelepiped. So no more excuses for bad hits

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/688906#Comment_688906

    No, because that's what they did and hatchets were still going through people.

    Latency has nothing to do with the issue. Here's a picture of a hatchet literally going through a Dwight's left arm. Who by the way, was standing still.

    https://us.v-cdn.net/6030815/uploads/199/QW2CWAO0YSUF.png

    Claudette, the smallest survivor in the game, still has her limbs and other things massively poking out from her collision box because it's smaller than she is -- the smallest survivor in the game.

    https://us.v-cdn.net/6030815/uploads/964/OS8NEWYQJCRO.png

    Want to fix hatchets? You're going to need to fix survivor boxes first so hatchets without a spherical hit box don't literally fly through people and not connect. But that won't happen, because doing so will massively nerf a survivor's capability to loop.

    Survivor boxes are so small, that hatchets still to this day, go through some of the larger survivors. So many times have I aimed at an Ace or a David King's head, and the hatchet just whizzed through their face at point blank and they took no damage while they were standing still, trapped in a corner by me.

    I think that hatchets going through bodies are just bad throws, or maybe a bug, or lag, It can't be otherwise.

    "Main" Huntresses should really get good (I'm saying seriously) and learn to throw hatchets better. So there won't be bullshit shots from kilometres anymore, that hit you not cause of your lack of skill, but because the killers knows how to mindgame. Btw all survivors have the same hitbox

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/688249#Comment_688249

    If you regret those changes that means you are not a skilled player, and you want the game to be based on luck.

    Most times you would avoid a hit due to your skill instead you get punished cuz of a hitbox. Even when you're behind a rock.

    This is not skill, and what's the point of playing a game if it's not skill based?

    Those changes made every survivor vaulting a window or pallet COMPLETELY IMMUNE TO HATCHETS.

  • That second one was definitely in range. The window does not make you safe.

    Regarding hatchet hitboxes: They were changed to not be spherical a while back, but the change needed to be reverted (as others have mentioned in the thread). I'll have to bust out my amazing drawing skills. This is what the hitboxes look like:

    Hitboxes.png

    The survivor has a "capsule" shaped box around them. This determines where they can run and whether or not the killer can hit them. This hitbox does not change, the only exception is that it's a little shorter when you crouch. If it did change, it would cause all sorts of issues in a chase. You would be bumping into stuff constantly.

    The hatchets, on the right, have a spherical hitbox.

    Why?

    Hitboxes2.png

    When a survivor is injured, they're slouched over as they run. In the example above, you can see what that's important. The hitbox of the hatchet overlaps with the hitbox of the survivor, so the hatchet hits.

    Now if you were to make it more closely match the size of the hatchet, you'd end up with this:

    Hitboxes3.png

    In spite of the hatchet going right through the survivor (visually), it does not touch the survivor's hitbox, and so the hatchet would miss. We have tried this change and the past, but it was reverted because it caused a lot of issues like this.

    To go back to the first hit, this is the scenario that played out:

    Hitboxes4.png

    This is what the killer sees. It looks a little weird because of the survivor's animation, but the hitboxes overlapped. But then you need to factor in latency:

    Hitboxes6.png

    This is what the survivor sees (with what the killer sees faded out). Latency sucks, you can't really get rid of it. It's a fact of life with online games. There's always going to be a slight discrepancy in online games. Since the hit is currently handled on the killer's end, even 100 ping can make a difference. (Survivor running at 4m/s x 0.1 = 40cm difference between what the killer sees and what the survivor sees.)

    The ultra short version: Hatchet hitboxes can't change unless the survivor hitboxes are completely reworked, but latency is also in play.

  • Yes, this is generally how online games work.

  • @Peanits said:

    That second one was definitely in range. The window does not make you safe.

    Regarding hatchet hitboxes: They were changed to not be spherical a while back, but the change needed to be reverted (as others have mentioned in the thread). I'll have to bust out my amazing drawing skills. This is what the hitboxes look like:

    https://us.v-cdn.net/6030815/uploads/951/064VTXBXO9FV.png

    The survivor has a "capsule" shaped box around them. This determines where they can run and whether or not the killer can hit them. This hitbox does not change, the only exception is that it's a little shorter when you crouch. If it did change, it would cause all sorts of issues in a chase. You would be bumping into stuff constantly.

    The hatchets, on the right, have a spherical hitbox.

    Why?

    https://us.v-cdn.net/6030815/uploads/865/1H6FXDEB7NWL.png

    When a survivor is injured, they're slouched over as they run. In the example above, you can see what that's important. The hitbox of the hatchet overlaps with the hitbox of the survivor, so the hatchet hits.

    Now if you were to make it more closely match the size of the hatchet, you'd end up with this:

    https://us.v-cdn.net/6030815/uploads/179/71B2V2F3VHJ5.png

    In spite of the hatchet going right through the survivor (visually), it does not touch the survivor's hitbox, and so the hatchet would miss. We have tried this change and the past, but it was reverted because it caused a lot of issues like this.

    To go back to the first hit, this is the scenario that played out:

    https://us.v-cdn.net/6030815/uploads/108/GSA2X94XI4KT.png

    This is what the killer sees. It looks a little weird because of the survivor's animation, but the hitboxes overlapped. But then you need to factor in latency:

    https://us.v-cdn.net/6030815/uploads/840/FOJAHZN0WKOD.png

    This is what the survivor sees (with what the killer sees faded out). Latency sucks, you can't really get rid of it. It's a fact of life with online games. There's always going to be a slight discrepancy in online games. Since the hit is currently handled on the killer's end, even 100 ping can make a difference. (Survivor running at 4m/s x 0.1 = 40cm difference between what the killer sees and what the survivor sees.)

    The ultra short version: Hatchet hitboxes can't change unless the survivor hitboxes are completely reworked, but latency is also in play.

    Well, you've got a damn good point.

    You've completely busted me. Forums would be a better place if everyone could discuss like you.

    Yeah, maybe right now it's better to leave the hitboxes right where they are, until a future rework/new concept for the hitboxes, etcetera etcetera.

  • The second one looks weird, but is totally fine.

    He was very close at the window.

  • @Peanits said:

    That second one was definitely in range. The window does not make you safe.

    Regarding hatchet hitboxes: They were changed to not be spherical a while back, but the change needed to be reverted (as others have mentioned in the thread). I'll have to bust out my amazing drawing skills. This is what the hitboxes look like:

    https://us.v-cdn.net/6030815/uploads/951/064VTXBXO9FV.png

    The survivor has a "capsule" shaped box around them. This determines where they can run and whether or not the killer can hit them. This hitbox does not change, the only exception is that it's a little shorter when you crouch. If it did change, it would cause all sorts of issues in a chase. You would be bumping into stuff constantly.

    The hatchets, on the right, have a spherical hitbox.

    Why?

    https://us.v-cdn.net/6030815/uploads/865/1H6FXDEB7NWL.png

    When a survivor is injured, they're slouched over as they run. In the example above, you can see what that's important. The hitbox of the hatchet overlaps with the hitbox of the survivor, so the hatchet hits.

    Now if you were to make it more closely match the size of the hatchet, you'd end up with this:

    https://us.v-cdn.net/6030815/uploads/179/71B2V2F3VHJ5.png

    In spite of the hatchet going right through the survivor (visually), it does not touch the survivor's hitbox, and so the hatchet would miss. We have tried this change and the past, but it was reverted because it caused a lot of issues like this.

    To go back to the first hit, this is the scenario that played out:

    https://us.v-cdn.net/6030815/uploads/108/GSA2X94XI4KT.png

    This is what the killer sees. It looks a little weird because of the survivor's animation, but the hitboxes overlapped. But then you need to factor in latency:

    https://us.v-cdn.net/6030815/uploads/840/FOJAHZN0WKOD.png

    This is what the survivor sees (with what the killer sees faded out). Latency sucks, you can't really get rid of it. It's a fact of life with online games. There's always going to be a slight discrepancy in online games. Since the hit is currently handled on the killer's end, even 100 ping can make a difference. (Survivor running at 4m/s x 0.1 = 40cm difference between what the killer sees and what the survivor sees.)

    The ultra short version: Hatchet hitboxes can't change unless the survivor hitboxes are completely reworked, but latency is also in play.

    I have no idea of how gaming programming works, so this is probably a stupid question, but couldn't the hitbox of injured survivors be slightly slanted to fit the position of their model better?

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/689883#Comment_689883

    I have no idea of how gaming programming works, so this is probably a stupid question, but couldn't the hitbox of injured survivors be slightly slanted to fit the position of their model better?

    It could, but currently the hitbox is also used for movement. Slanting that hitbox would make it so you get bump into walls and get stuck constantly. In order to do that, you would need to completely rework hitboxes so there's a separate capsule for movement and hit detection. At the same time, you'd be messing things up for other killers, since you would need to be closer to a survivor that's injured and leaning forward to hit them.

    Basically, is it possible? Yes. Is it easy? No. It would probably create other issues for most other killers as well.

  • @Peanits said:

    That second one was definitely in range. The window does not make you safe.

    Regarding hatchet hitboxes: They were changed to not be spherical a while back, but the change needed to be reverted (as others have mentioned in the thread). I'll have to bust out my amazing drawing skills. This is what the hitboxes look like:

    https://us.v-cdn.net/6030815/uploads/951/064VTXBXO9FV.png

    The survivor has a "capsule" shaped box around them. This determines where they can run and whether or not the killer can hit them. This hitbox does not change, the only exception is that it's a little shorter when you crouch. If it did change, it would cause all sorts of issues in a chase. You would be bumping into stuff constantly.

    The hatchets, on the right, have a spherical hitbox.

    Why?

    https://us.v-cdn.net/6030815/uploads/865/1H6FXDEB7NWL.png

    When a survivor is injured, they're slouched over as they run. In the example above, you can see what that's important. The hitbox of the hatchet overlaps with the hitbox of the survivor, so the hatchet hits.

    Now if you were to make it more closely match the size of the hatchet, you'd end up with this:

    https://us.v-cdn.net/6030815/uploads/179/71B2V2F3VHJ5.png

    In spite of the hatchet going right through the survivor (visually), it does not touch the survivor's hitbox, and so the hatchet would miss. We have tried this change and the past, but it was reverted because it caused a lot of issues like this.

    To go back to the first hit, this is the scenario that played out:

    https://us.v-cdn.net/6030815/uploads/108/GSA2X94XI4KT.png

    This is what the killer sees. It looks a little weird because of the survivor's animation, but the hitboxes overlapped. But then you need to factor in latency:

    https://us.v-cdn.net/6030815/uploads/840/FOJAHZN0WKOD.png

    This is what the survivor sees (with what the killer sees faded out). Latency sucks, you can't really get rid of it. It's a fact of life with online games. There's always going to be a slight discrepancy in online games. Since the hit is currently handled on the killer's end, even 100 ping can make a difference. (Survivor running at 4m/s x 0.1 = 40cm difference between what the killer sees and what the survivor sees.)

    The ultra short version: Hatchet hitboxes can't change unless the survivor hitboxes are completely reworked, but latency is also in play.

    Sniff


    I would pay to have this hung in a museum

  • @Peanits said:

    That second one was definitely in range. The window does not make you safe.

    Regarding hatchet hitboxes: They were changed to not be spherical a while back, but the change needed to be reverted (as others have mentioned in the thread). I'll have to bust out my amazing drawing skills. This is what the hitboxes look like:

    https://us.v-cdn.net/6030815/uploads/951/064VTXBXO9FV.png

    The survivor has a "capsule" shaped box around them. This determines where they can run and whether or not the killer can hit them. This hitbox does not change, the only exception is that it's a little shorter when you crouch. If it did change, it would cause all sorts of issues in a chase. You would be bumping into stuff constantly.

    The hatchets, on the right, have a spherical hitbox.

    Why?

    https://us.v-cdn.net/6030815/uploads/865/1H6FXDEB7NWL.png

    When a survivor is injured, they're slouched over as they run. In the example above, you can see what that's important. The hitbox of the hatchet overlaps with the hitbox of the survivor, so the hatchet hits.

    Now if you were to make it more closely match the size of the hatchet, you'd end up with this:

    https://us.v-cdn.net/6030815/uploads/179/71B2V2F3VHJ5.png

    In spite of the hatchet going right through the survivor (visually), it does not touch the survivor's hitbox, and so the hatchet would miss. We have tried this change and the past, but it was reverted because it caused a lot of issues like this.

    To go back to the first hit, this is the scenario that played out:

    https://us.v-cdn.net/6030815/uploads/108/GSA2X94XI4KT.png

    This is what the killer sees. It looks a little weird because of the survivor's animation, but the hitboxes overlapped. But then you need to factor in latency:

    https://us.v-cdn.net/6030815/uploads/840/FOJAHZN0WKOD.png

    This is what the survivor sees (with what the killer sees faded out). Latency sucks, you can't really get rid of it. It's a fact of life with online games. There's always going to be a slight discrepancy in online games. Since the hit is currently handled on the killer's end, even 100 ping can make a difference. (Survivor running at 4m/s x 0.1 = 40cm difference between what the killer sees and what the survivor sees.)

    The ultra short version: Hatchet hitboxes can't change unless the survivor hitboxes are completely reworked, but latency is also in play.

    You should re-post this in a new discussion, and pin it to the top so people can finally learn how the game works instead of spewing a bunch of nonsense.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/688249#Comment_688249

    If you regret those changes that means you are not a skilled player, and you want the game to be based on luck.

    Most times you would avoid a hit due to your skill instead you get punished cuz of a hitbox. Even when you're behind a rock.

    This is not skill, and what's the point of playing a game if it's not skill based?

    To have fun?

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/689088#Comment_689088

    I think that hatchets going through bodies are just bad throws, or maybe a bug, or lag, It can't be otherwise.

    "Main" Huntresses should really get good (I'm saying seriously) and learn to throw hatchets better. So there won't be bullshit shots from kilometres anymore, that hit you not cause of your lack of skill, but because the killers knows how to mindgame. Btw all survivors have the same hitbox

    he literally just explained to you why that is not working...

    the current survivor hitbox and the "fixed" hatchet hitbox caused huge problems, that would make it almost impossible to hit survivors, as he has even demonstrated with a picture.

    as long as the survivors arms and legs are not included on their hitbox, you can not bring back the "fixed" hatchet hitboxes.

    oh and btw, if you throw a hatchet at a survivors hand, it still wont connect, as the hatchet hitbox isnt large enough to touch the survivors hitbox.


    you basically demand for any hatchet that doesnt upright hit your front or back to be ignored and count as a miss.

    if that had gone through back then, huntress would be dead now.

    so yeah, i'll side with @Sairek here.

  • @Peanits said:

    That second one was definitely in range. The window does not make you safe.

    Regarding hatchet hitboxes: They were changed to not be spherical a while back, but the change needed to be reverted (as others have mentioned in the thread). I'll have to bust out my amazing drawing skills. This is what the hitboxes look like:

    https://us.v-cdn.net/6030815/uploads/951/064VTXBXO9FV.png

    The survivor has a "capsule" shaped box around them. This determines where they can run and whether or not the killer can hit them. This hitbox does not change, the only exception is that it's a little shorter when you crouch. If it did change, it would cause all sorts of issues in a chase. You would be bumping into stuff constantly.

    The hatchets, on the right, have a spherical hitbox.

    Why?

    https://us.v-cdn.net/6030815/uploads/865/1H6FXDEB7NWL.png

    When a survivor is injured, they're slouched over as they run. In the example above, you can see what that's important. The hitbox of the hatchet overlaps with the hitbox of the survivor, so the hatchet hits.

    Now if you were to make it more closely match the size of the hatchet, you'd end up with this:

    https://us.v-cdn.net/6030815/uploads/179/71B2V2F3VHJ5.png

    In spite of the hatchet going right through the survivor (visually), it does not touch the survivor's hitbox, and so the hatchet would miss. We have tried this change and the past, but it was reverted because it caused a lot of issues like this.

    To go back to the first hit, this is the scenario that played out:

    https://us.v-cdn.net/6030815/uploads/108/GSA2X94XI4KT.png

    This is what the killer sees. It looks a little weird because of the survivor's animation, but the hitboxes overlapped. But then you need to factor in latency:

    https://us.v-cdn.net/6030815/uploads/840/FOJAHZN0WKOD.png

    This is what the survivor sees (with what the killer sees faded out). Latency sucks, you can't really get rid of it. It's a fact of life with online games. There's always going to be a slight discrepancy in online games. Since the hit is currently handled on the killer's end, even 100 ping can make a difference. (Survivor running at 4m/s x 0.1 = 40cm difference between what the killer sees and what the survivor sees.)

    The ultra short version: Hatchet hitboxes can't change unless the survivor hitboxes are completely reworked, but latency is also in play.

    TADA

    https://www.thatlittlespider.com/hitboxes-in-unreal-engine-4/

    https://www.youtube.com/watch?v=odgdG0GA8zI

  • The problem here is that, for every character to feel balanced equally, every character is given the exact same hitbox, so that it's not more difficult to hit some characters than it is to hit others. Likewise, every single killer has the exact same strike box given to their basic attack. This means that Oni's huge nodachi has the same hit detection as Suzy's sharpened ruler. It's also the same attack distance for Pyramid Head's gigantic knife.

  • You should be done your homework..the devs explained all this before

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/688353#Comment_688353

    On the dedicated servers there won't be an excuse anymore.

    not sure why the person above resurrected this gem of a thread, but this post makes me laugh