Amazedturnip
Amazedturnip
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- Amazedturnip
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https://www.deadbyqueue.com/
Yeah this is not acceptable -
This entire thread in the dbd subreddit AMA points out something went very wrong recently. People are noticing, which means things are in really bad shape.
I'm really hoping this is addressed with the TWD update and the engine upgrade that's coming with it.
https://www.reddit.com/r/deadbydaylight/s/bwzPrLtXuW
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He should be made slower when holding if so. Some people refuse to throw his axe unless its guaranteed, and its not punished well enough. Otherwise, he is in a great spot and doesn't need changes.
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Sorry to reply again, but it's not just desync and ping(while major factors) but also the extremely generous hitboxes of killers' swing animation.
The hitboxes are so wide, and the fact that the very end of the lunge adds extra distance to it feels cheap. I think the hitbox size should gradually increase to the max lunge(a little bit longer than where the lunge is now), and then stop rather than appear suddenly and uniformly in size while getting bigger at the very very end, after the hit animation has already finished.
As it currently is, when you swing, you spawn a hitbox of about 100% size that encompasses almost your entire field of view. Then right as the animation is over, the length of the box is increased by like 10-15%. This is unintuitive because it does not line up at all with the telegraphy of the animation and creates scenarios where you get hit "after" the animation is over when you just barely avoided the giant box, for the only reason of "tie breaking" going in the killers favor. While this idea is fine, it can be done significantly better, create more skill and better plays, and overall be changed for the better. It makes back rubbing and short swing cheesing much more of an issue.
Basically, it could be made more fair and consistent for both sides if it was narrowed maybe 15%, gradually increase in size for 0.5 seconds to the max and/or be tuned to the apex of the killers' animation, where it would be like 4% longer. Then, because the hitbox doesn't just appear at full size, pallets wouldn't have validation events triggered as much that shouldn't have happened in the first place, and windows wouldn't be hit beyond. However, if the killer can still appropriately time this "wind up" period where it gradually gets bigger leading to the apex, they would overall be able to hit further. This is the middle ground between the current system based on two events(100% box plus the 10% box after) to a linear more intuitive solution(grow from 0% length at the beginning, to 104% length at the apex, which is about halfway through, and hold the apex until about 85% of the way through, then gradually reduce to like 40% length).
This would solve many things. It would make short lunging at pallets to abuse the ending spawn of the hitbox, and thus a bogus hit be removed, as your lunge would have a tiny bit of wind up. This would buff the killers lunge overall on hits they should get, and make windows more consistent for both sides. The animation would feel more responsive for both sides and be genuinely "correct".
Additionally the option to toggle auto aim would be an additional huge complimentary buff.
Further, survivors capsule hitbox could be removed in favor of body regions or at least lean in the correct direction when injured. There is a lot of free space all around the survivor that grants hits when the survivor isn't there, and it doesn't correspond with the injury animation when they're hunched over. Basically this means there's an additional buffer behind them of almost 6-12 inches that further "increases" the connection between the killers lunge hitbox and the survivors. While removing this extra space would nerf ranged killers, their power can also be buffed accordingly(please don't just increase the sizes of their projectiles' hitboxes), but rather make their killer faster and more responsive. Essentially, higher risk, higher reward
When complimented with fixes to ping and desync, this would make every aspect of the game significantly more fair. Additionally, removing more trust in killers' view beyond 50ms of ping would greatly appreciated. While all these changes highlighted in this thread disproportionately help survivors much more, killers can then be individually or universally buffed such that more skilled plays can happen at their own will and hand, rather than relying on many of these 50-50 events that shouldn't happen in the first place. Or, rather, survivors can be nerfed. This would be much more rewarding to all players, and give a more significant sense of accomplishment to both sides since the effective competitive integrity is much greater.
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I really appreciate the way these issues have been (mostly) addressed:
- Very far apart servers
- In game ping indicator
- Server load is easily maxed out at 5 players
- Server load is not well load balanced between locations(further exasperated by the large distances between them)
The problems that remain and need to be addressed still:
- No max personal ping bar for matchmaking(or some way to force play your closest server. NOT a region picker, that can be abused). There are certain "host" servers such as Virginia that cannot be blocked by firewall, which can lead some games being matchmade for survivors on 100 ping.
- Killers are allowed to have 150+ ping. They should not be allowed to matchmake in servers with that high of ping, or their actions should be punished, they should have to swing later by being shown future predicted positions of survivors at the cost of significant rubber banding on their side. However, the easiest solution is to show high killer ping in survivor pre game(100+ms) and allow survivors to dodge or account for ping with the ping bar.
- No animation validation(windows), pallets has since been silently re-introduced but is mediocre.
- (NEW ISSUE) Low graphics setting still leads to desync when overridden in the config (the effects setting). The tentative fix from the 8.70 patch that addressed this simply set the effects setting at the engine level higher, but it is overridden by this config file. And i'm almost certain that console killers & survivors still have desync, as their internal engine setting is lower. Overall the update rate needs to be maintained such that hits look correct on both the screen of the killer and the survivor regardless of graphics setting, and needs to be set as aggressive as possible. Then ping can be the inherent shifting "bias" that can be consistently accounted for. This has not been properly fixed yet since the tentative fix.
Separately, a higher frame rate selection option of 240hz would be greatly appreciated.
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in NA like 10% of killers are definitely VPNing. Hard cap of at least 200ms should be the cutoff before just not being allowed to queue for killer. Obviously though, we need to be actually picking other servers that work best first
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the ping is definitely better but there is certainly something wonky with desync right now. Hits feel an extra 20% more BS
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It seems the server load and rerouting issue has been subsided. Likely by the decrease back to normal player count levels.
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They tried to stomp out queue dodging before with the prestige removal(and many other measures). I would really like this change for survivors, but I think it should still be locked up for killers or we will get even more killers now dodging low ping survivors and/or only playing lobbies they have high ping in. Leave it to the survivors to determine if the killer has too high of ping and if everyone leaves it reroutes and rerolls the killer lobby to (hopefully) another server!
It's worth noting that there are high level cheats that can accomplish this so it seems like it's at least accessible information to players on some level(via network packets or otherwise). -
After playing today after the mid chapter patch, it seems there are more issues with this patch specifically. Ive noticed that US East servers must be entirely overloaded. It's redirecting players to Europe mostly. About 1/2 of my games are not actually on US East despite me having blocked all other server IP ranges. At full load, USE is acting as a proxy to redirect me places i can't possible be connected otherwise. 2/3rds of my games have killers also with 100-150+ ping also impacted by this issue leading to cumulative nearly 300+ ping lobbies. Double what i would consider the maximum to even be playable. Every single one of my post game chats, someone else on pc has noticed. So not only are servers used being squeezed every last drop out of them, there's not enough for a mid chapter update!
Really hoping this new killer ping bar brings light to these issues and shows there's more to come from BHVR!
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@Senaxu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815379#Comment_3815379
I wish for everything you mentioned and agree with it, but it's like a dream.
The sad fact is, BHVR is just a company. Economic efficiency (and the resulting profit) comes first, everything else comes second.
The community really likes the content such as skins, playable characters and other things and spends a lot of money on it.
A health patch or the like makes the game better for the players but does not generate any directly visible revenue. As long as the number of players doesn't go down or the profitable part continues to do well, nothing will change.
The times when developers (game companies overall) really put their heart and soul into the project and really want to bring a well-polished product to the customer are over, with the exception of absolutely exceptional cases (Larian Studios).
This may be due, on the one hand, to the administration, as publishers these days have much more power to push various things like releases to satisfy shareholders, and, on the other hand, to the players themselves, who buy the new product every year (Call of Duty or Fifa XY ) which are overpriced and nothing significant has changed.
I'm going too far now, but the last season of GoT, for example, is a good example of what happens when publishers (HBO) don't wait for the final product from the creator (in this case George R. R. Martin, who hadn't finalized the book yet).
I really hope that something changes but these days it's enough if you do the bare minimum because the money still comes in (skins, DLCs, early access,...)
The day their analytics show it can and will is the day we eat good! Operation Health for rainbow six siege brought in the most growth ever in and since the games history, and it truly kickstarted the game's community. As much as i hate to say it, if they embrace the niche community of comp DBD, and all the networking cleanup with it, things might get interesting fast. With UE5, they've only just overcome their limitations hopefully now we can get our operation Health. Who knows, maybe the changes enable a permanent competitive mode and they finally add it, because as much as people have begged for it for years, it's just not possible because of how clunky it is currently but it's so close! And thus, a community is born.
People who drop the game stop spending money. This game makes the most money from the "whales" who keep buying but we've lost a lot of whales along the way. Otzdarva documented his journey with this and he almost hung up the towel a year ago, the biggest DBD streamer, and it's worth a watch. I am no whale, but can't fathom spending another penny until we at least get a central/ohio/dallas server. -
@Senaxu said:
Unfortunately, the server status is generally not in good condition. In addition, there is also no server side validation (in a pvp game for 7 years), which makes cheating in the game very easy, wall hacks are really common.
Since there is quite a lot of casual weed here, the issue is not yet a priority as revenue is generated elsewhere.
In summary, the gameplay and assets such as killer design, perks etc. are in a really good state, you have to give them credit for that. But servers and maintenance management are poor..I completely agree, however i think going after this and making changes is extremely within their interests.
There's a reason for example that large social media platforms have "For You" pages and that curate what you like, and every single tiny detail to feed you the media in the way that makes you stay on it longer. Specifically the aspect that it always knows more of what you want without telling you, or you even knowing it.
I think the incentive is extremely similar as keeping players happy by working on the back end and tweaking all those tiny "negligible", unnoticed, or small things is severely undervalued, and they would see significant growth in every area(player count, auric cell sales, word of mouth, reviews, merchandise, etc.) by implementing these things. Further, if they outlined an entire update around it(despite the overall minimal actual implementation) and had an "Operation Health" moment, It would bring attention back to the game for people who left for the very same reasons since the overall controversy of dedicated servers in 2019. If needed, they could also actually outline resources to it, and justify a gap in content for the sake of health. I am certain the community would generally be happier, despite initial "change is bad" reactions. -
It is also extremely important to mention just how big of an issue VPNing is for extremely competitive killers. Many medium/large streamers are purposefully making the game significantly easier for themselves by VPNing to other regions. This in many cases literally makes the game easier than installing cheats, with no downsides.
Unfortunately, with no validation as is currently it is literally impossible to survive against any killer with even a subpar skillset/build/killer. I firmly believe capping the maximum ping for killer to 200ms is an effective way to combat this, being just enough to allow people in remote areas to still play. This could theoretically be lowered even further with more accessible worldwide servers. -
I will note it is a huge leap forward being able to now see the killers ping in game. Without first being forced to tank a hit and guess the killers ping, and instead being able to see it and allowed to predrop/prevault is extremely helpful. In extreme cases it even enables me to cut the loss of the march and leave the game/die early entirely(300+ ms cumulative between me and the killer).
As it sits this game gets exponentially harder and essentially impossible above 140-160ms of cumulative ping.