Malkraz
Malkraz
About
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- Malkraz
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Comments
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lol
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3271849#Comment_3271849
This game has the most abysmal servers of any online title I have ever played.
What Peanits described is literally standard for all online pvp systems.
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@duygu said:
No, this perk is way too good to be nerfed. It's like the old Decisive Strike but instead of making the game unbalanced, it makes it balanced and it require skill to use (get a down). When this didn't exist then what would happen is you would accept your loss in a 3 gen setup (very common scenario btw) due to survivors retreating to circle of healing zone and you can't follow to down them because you would lose the gen if you did. This perk allows you to follow the chase and finally get a down while also stopping gen progress. Also it can be half countered by swef but it's not always as ppl dont have the best reaction time.
It does nothing to "make it balanced" because it has virtually 0 effect on SWF who can just call out that they're going down, making it a worse Jolt. Solo Survivors, the weakest role in the game, get absolutely demolished by it moreso than any other single perk.
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I'm not 4 people in a match
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3217672#Comment_3217672
Yeah, because they want to prefent lobby dodging because a survivor uses self care, or urban evasion, or whatever perk they like but arent meta.
I said BHVR isn't stupid but this delusional reasoning is probably more or less accurate to why they haven't.
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@Whoudini said:
You are right that solo q is the worst of the 3. But maybe you are 10 times more likely to be listened to if you actually give some constructive feedback?
They've been getting tons of feedback for years, it's pissing in an ocean at this point. BHVR aren't stupid, they know exactly what people are asking for, but they aren't actually going to make good on any of it until the numbers start getting really bad. Focusing their resources on making minor adjustments and frequently releasing paid content in the form of characters and cosmetics is a significant profit incentive for a smaller workload to the point that people continue to allow it. This is the reality of dealing with a business providing you a service like this.
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It's actually embarrassing that you still can't even see your team's perk loadouts in the lobby. BHVR is so stingy on making any changes that aren't simple numbers until they're basically forced to.
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@KerJuice said:
They earned that right. Fog whisperers don’t ragequit and they get targeted like everyone else. BHVR can’t tell if the rest of us are just as noble as the fog whisperers. There’s just a few of them and they’re on record as being good sports. What can you do? 🤷
They're not gonna make you one bro
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@[Deleted User] said:
I saw Otzdarva disconnect from a match a week or two ago and he had to wait out the 5 minute penalty. Even if there isn't meant to be a penalty, be careful of trusting anything Tru3 says in general.
11 posts up you can see Tofu confirming they're off for him. Get your facts straight before starting with the boogeyman nonsense.
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Is anybody really surprised only BHVR's best little shills are given the privilege of not having their experience completely ruined by a rampant hacker problem that they're basically doing nothing about
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The myriad of excuses given by consumers in this thread are exactly how things get to this sorry state in the first place. The developers are NOT your friends and you have no reason to be running defense for them against legitimate criticism from people who actually want value and less BS out of the product they're paying for.
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@Mandy said:
When you consider that there's 4 players for every 1 killer it's pretty natural to have a mismatch in numbers. The whole point of the matchmaking incentives is to encourage players to play a different role during times that are needed...for example it could be late at night in your area and there's a lack of survivors at that time, as 4 are needed for one match, the incentives will show that, and give a small reward for playing the side that's needed at that point.
Don't act as if the period of time before this patch didn't happen by claiming the current state is "natural." For years it was very common for Killer queues to be quicker during the day as there were a ton of people on Survivor, and Survivor queues during the night as those numbers dwindled. As of the current patch Killer queues are constantly longer than Survivor queues, to a SIGNIFICANT degree at their worst.
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Great post.
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I'm sure the "you just want to disconnect" morons are in absolute shambles with the current patch lol
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bump
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@MikaelaWantsYourBoon said:
Well, you should go easy on survivors honestly. Game is supports killers after update. I destroyed even 4 man SWFs without challange, survivors feels very weak without Dead Hard and DS.
Name a single time this favor was ever given to killer players over the past 6 years.
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It's been "under discussion" for literal years and the best suggestion they ever came up with was extremely tentatively suggesting showing you if your teammate is doing a gen or totems on their icon, with PLENTY of asterisks next to it. BHVR's approach to bridging this gap is a complete joke and it will NEVER be done to a satisfactory degree.
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Still getting this issue as of June 2022
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We need an actual confirmed answer instead of assumptions.
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@Wampirita said:
https://forum.deadbydaylight.com/en/discussion/comment/2954476#Comment_2954476
don't play the game at all if you support DCing, it's that easy
I accept your concession
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/2953083#Comment_2953083
Okey so let's be honest let's say they deactivate the dc penalty till they got rid of the hacker problem and let's say they need like two months to find some working way to get rid of them.
So in these two month there will be about a dozen games that actually get completed. If you don't have penaltys it's very likely that the first guy that gets down just dcs and then since there is no penalty the rest goes out to. The same will happen with killers oh two gens poped before I got a hook dc.
Do you think the game would survive the time they would need to get rid of the hacker problem because it's bhvr and they will need like half a year to a year.
I don't want to defend hackers but no dc penalty just sounds like the doom of dbd
Disconnecting and suicide on hook are just as prevalent as before the penalties. BHVR claims disconnecting decreased, however suicides increased to make up that difference. There's no circumstance where a serial disconnector isn't going to get their way in the end, they'll disconnect until the penalty grows to big and then resort to killing themselves or actively ruining the game when people stop them from doing it. People who disconnect WILL NOT PLAY MATCHES THEY DON'T WANT TO.
All the penalties are serving to do is punish legitimate players who are affected by a hacker problem that is much worse than it should be by forcing them to stay in a game with people who are speeding up when out of sight or just blatantly flying around and holding the game hostage. It's a pathetic state of affairs and none of this hemming and hawing by people pretending disconnections don't still constantly happen accomplishes anything to solve either issue.
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There's another one
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A lot of cheater apologists in the replies
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@[Deleted User] said:
How do we still not have basic 2012 QoL options in a 6 year old game in 2022?
These kind of settings are decades older than 2012. BHVR is so behind the curve on the most basic graphics settings it's simply embarrassing.
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@T103 said:
One way to resolve this is to auto kick players with a consistently high ping.
Or they can implement a system where the server will reject hits from the killer side if their ping is too high (Most modern games do this)
As stated in my opening post, VPNs mask a connections true ping and will not be picked up by that system. The IPs themselves need to be marked and many games already disallow the use of VPNs in part due to this widespread problem.
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Had this happen on basement stairs on Mother's Dwelling when a survivor hugged the inside wall.
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This appears to occur if the pallet is dropped on you during the weapon swinging animation (lunge too?)
https://clips.twitch.tv/InnocentModernPoxJKanStyle-6c-QM6UbzlQTNnl9 https://clips.twitch.tv/BrainyNeighborlyKaleOpieOP-0If0K_7tsPPiJcdP https://clips.twitch.tv/RichGracefulBoarCharlietheUnicorn-ukRLRu3j3VhoE8Xv -
Can confirm this bug still occurs on Steam as well. It is easiest to reproduce by simply lunging into a pallet and releasing for a swing as it comes down. The attack animation appears to negate the stun entirely, and when the Killer is further into the pallet than I was in the clips below it can lead to some disgusting hits.
Here are 3 clips of me doing it consistently in the same match:
https://clips.twitch.tv/InnocentModernPoxJKanStyle-6c-QM6UbzlQTNnl9 https://clips.twitch.tv/BrainyNeighborlyKaleOpieOP-0If0K_7tsPPiJcdP https://clips.twitch.tv/RichGracefulBoarCharlietheUnicorn-ukRLRu3j3VhoE8Xv -
@Name_Unavailable said:
https://us.v-cdn.net/6030815/uploads/LVDGCH0TBE4X/zzzzz.png
They could make it something like this, without moving things alround the screen..
This is perfect.
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Population problem. You can't get fast games if there's not enough people playing the other side.
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Alternatively you and your friend had very high ping to that server, or he was experiencing packet loss. Either way, the server didn't consider him to be where he saw himself. This does not mean "it's prioritizing the killer's connection", it means there was some other issue with player's positions being properly updated.
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Because it's not a matter of "hitbox size." The discrepancy you see between your character's model and the attack's hitbox (in this case Victor's entire body) is due to latency. This discrepancy can be further exacerbated with higher movement speed (full charge hatchets, Victor pounce) as the hitbox's position between any 2 given ticks is larger.
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@Artick said:
https://forum.deadbydaylight.com/en/discussion/comment/1418336#Comment_1418336
If you don't have any knowledge about networking and the inner workings of multiplayer games you better not make assumptions and write nonsense.
Both survivors and killers are clients in a client-server architecture(like we have with dedicated server). In ANY serious multiplayer game the server is the authoritative entity. The server is responsible to make sure all clients are synchronized and the data they send to the server is actually valid.
Imagine a first person shooter where the server just trusts the client, like the DBD servers trust the killer now. The client can simply tell the server "I just head shot every single person on the other team". If the server doesn't do any sanity checks, then boom, everyone else dies and the cheater instantly wins, even if all the other players were behind walls, 100 meters away from the cheater.
The server must validate everything that happens, it must make sure the timeline of events is consistent across all clients. So, for example, the survivor says "I used dead hard" and the server receives this message. Then, the server will tell the killer that this survivor used dead hard. However, before the message reaches the killer client, the killer sends a message saying he hit the survivor. Right now, the server will go like "oh cool, you hit him" and we end up with the bullshit hits and exhausted on ground. But what it should do is reject the hit message because it reached the server AFTER the dead hard message from the survivor.
It doesn't matter what the killer or the survivor sees, since switching from p2p architecture the Killer no longer has the correct sequence of events. The correct even sequence is the one happening on the server. This isn't an advantage for survivors or for killers, this is simply making a multiplayer game with client-server architecture work as it is supposed to be.
This post is mandatory reading for everyone discussing this topic, I couldn't have possibly said it better myself.
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Hit validation helps to alleviate issues caused by latency, but cannot solve them outside of extreme cases. You will never see yourself getting a hit "that shouldn't have" because you have no latency to your own client.
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Hatchets are physics objects and should already be handled by the server. What's your average ping?
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Server hit validation, when released, will help against this problem. You will never have "perfect hits" because latency is inherent to online networking. Going after VPN users (especially with such a ridiculously stupid method as "look at their profile") is a massive waste of time and resources.
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Let's take a look at the numbers. Keep in mind the conditions for this build operating at maximum impact require
- You are injured
- The Killer is looking in your direction
There are plenty of situations where only 1 or neither condition is met while you are in the process of vaulting.
Standard Window Vault Speed: 0.5 seconds
Resilience Impact: 9% or 0.045 seconds
Spine Chill Impact: 6% or 0.03 seconds
Cumulative Impact: 15% or 0.075 seconds
"Vault Build" Vault Speed: 0.425 seconds
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I don't think you seem to understand this point. Unless they revert it back to client-side hit detection (never going to happen) they CANNOT overcome the physical limitations presented by latency. Until we figure out how to develop practical and affordable quantum computers or everybody agrees to only play on LAN, there's ALWAYS going to be a rift between server and client. In the case of projectiles there is no "confirmation request", the projectile that you see will either be delayed (server registers a Thrown Hatchet command, calculates its trajectory then sends this information back to the client) or completely fake in the case of the vomit stream. You cannot simultaneously have the REAL hatchet on the server and an instant, accurately matched hatchet on your client because the hatchet on the client exists in the future. This has been a problem in games for decades and it will continue to be for the foreseeable future.
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@MadLordJack said:
Whenever it comes, I hope it actually works and isn't just a rehash if the current ranged hit detection system. In fact, I hope it replaces the ranged hit detection system.
The hit detection currently applied to projectiles IS server-side hit detection because they're physics objects, which are handled 100% on the server. There is always going to be a discrepancy in where the client sees the projectile and where it "actually" is on the server due to latency, this is not something that can be overcome by coding as it's a purely physical limitation. What server-side hit detection/validation seeks to do is lessen that gap between clients by ensuring a hit confirmation sent from the killer's client makes sense from the server's perspective. This will make it so as long as you have reasonable ping to the server, you won't be getting hit from 3 loops away by a Chinese killer using a VPN, it just won't grant them the hit.
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It should also be noted that Dead by Daylight is undeniably THE most successful, perhaps the only successful, game in whatever niche of the market it fills despite all of its shortcomings. Naturally in an environment with a lack of competition, the quality of the product does not top the list of priorities as there's nothing else for the consumer to turn to. Once again I do not chalk this up to BHVR being a "bad company" or "lazy", this is simply how a business is going to operate to ensure a good revenue stream. The game isn't being developed purely for your enjoyment, it also needs to continue to keep itself financially viable for the business to continue development on.
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bruh this ######### from january
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Ping from Shanghai to a TF2 server based in LA. There is zero reason Dead by Daylight should be allowing a match to be played with this sort of connection.
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As far as I'm aware both projectiles and player hulls work off the same terrain collision, there's no separate set used for either because it's pretty unnecessary. There's tools these days which will automatically generate collision around objects which were likely used by BHVR, but there are still portions manually adjusted here and there where accuracy isn't necessary or causes problems. There's still plenty of gaps you can fit a hatchet through such as the railing on Dead Dawg Saloon, and tons of exploitable holes for Deathslinger's chain.
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[Double post because my comment disappeared]
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@Rivyn said:
I'm curious as to why survivor hitboxes aren't the entirety of their model. Then, you could change hatchet hitboxes to rectangle, and wouldn't have to deal with them phasing through.
@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1523637#Comment_1523637
Why don't they just make all the hitboxes more accurate, including that of terrain? I can shoot through a tiny crack in a wall in Hunt: Showdown, but a hatchet explodes when it hits air 5 feet above a rock in DBD.
It's standard practice in games to use a single cube (outdated), cylinder, or pill shaped hitbox/hull for collision. Mapping the hull precisely to the character model is not only significantly more taxing on the CPU, but can cause major issues and inaccuracies when calculating how your character is supposed to collide with other objects, especially those of other players. The collision hull is locked to a coordinate somewhere around the exact center of the Survivor's feet, meaning that when you're injured and lean forward the hull does not move with your upper body and can make hits behind you seem like they should've missed.
Because projectiles like the Huntress' hatchets are physics objects, they rely on the Survivor's collision hull for calculating interactions. Due to the hatchets being physics objects, their movement and interactions are completely handled by the server, meaning that you will never see them in their "actual" position due to latency and interpolation.
In a similar vein to player's collision hulls, terrain collision is generally kept as simplistic as possible to decrease CPU load and prevent you from getting stuck on every tiny thing. You would NOT enjoy totally accurate terrain collision.
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Click the little button next to the chat to close it.
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The swamp has a wider potential area the hatch can spawn. Unlike every other realm, it can actually spawn around the edges of the map. This can make it much harder to come across than anywhere else.
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I have 1,355 hours in DBD. Constantly red rank on both roles. I have 1,752 escapes and 178 & 462 "perfect games" on Survivor and Killer respectively according to dbd.onteh.net.au statistics. I have been playing Leatherface non-stop since the update and have played numerous games with him after MMR went live. I should not be getting games like this at this point. If the system is working how an MMR system SHOULD be, I fail to see how we can be matched together under any circumstance.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/1424079#Comment_1424079
Any word on grabs, then? Since a lot of grabs seem to end in failure, would survivors have 'authority' over them?
Server already has authority over projectiles (physics calculations) and presumably grabs. This is why you already see issues with them, as according to the server the survivor already let go of the gen/vaulted/unhooked, you just didn't see it yet. There's not much that can be done to remedy this unfortunately.


