Emeal
Emeal
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bHVR is generally against gutting killers who have fans for no reason
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@Milo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542816#Comment_3542816
The only thing they could actually do is give us those loading tips in the Tutorial tips menu somewhere (since I don't think they're there are they, didn't check that menu in a while)
I agree, taking those and adding them in would help alot.
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I think having a the best idea would be to treat first person Survivor as a Special Tome challenge or an Offering.
it would not be hard to bHVR to do really and well as a time challenge it would be fine lol.
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@MohanMC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542840#Comment_3542840
Yeah, that’s why I mentioned second chance perks. In the scenario when you were hooked for too long - perk performs underwhelming
Nah I don't see how can prove that it performs underwhelmingly despite that scenario because the strength of DH in the right hands is still good even if you only get to use in once. its like Deliverance, if you cant make the activation in time its just not going to help you.
Point is, the perk is strong enough as it is, It does not need feature to ensure you can milk the perk for max allowed value.
That just isn't how its supposed to be.
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Why? because DH is Endurance on Command its incredibly strong in the right hands, which is why its use is now heavily constricted.
And also, DH IS a second-chance perk too.
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If you are trying to figure out the Killer, then why are you thinking you would win your training matches?
Besides it would be a whole bunch of work for bHVR, which changes because if the meta a best strategies would make the tutorial not good. And why? its double work players have already made tutorials on Youtube, to have them make videos or even worse design a tutorial environment.
bHVR also does what I call "designer's hand off" which means they don't like to specifically tell us how to play, rather they would like to observe us and tinker about their design process. So any deep analysis on how to play a Killer is something I don't think they want to do.
I personally think they should enlarge the loading screen tip pool with help from the best players in the community to provide good tips for players playing both killer and survivor. That might help and it should be relatively cheap to implement.
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Why should I put my life on the line for you?
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@AlphaYandere said:
how do they tunnel if they dont hook? thats not even possible... i think you mean they slugg... anyway these people dont care about bloodpoints, they care about there own fun and about the win. I know its boring from survivor side but theres counters, she's a m1 killer, so if you can chase long enough you shouldn't have any problems and use the tapes.
They tunnel in the way of using TP to get stacks of Condemned and following one survivor making sure they cant use tapes and if they do, they just get hit and speed up the process of getting stacks of Condemned. I have seen it its very hard to counter, cause even as m1 it requires the onyro to lose track of you, which is very hard atm cause survivors dont usually bring perks to hide themselves.
Like current Ultimate Weapon is candy for Onryo cause the scream is survivor specific so you can find your condemn target super easy.
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bhvr could change this rule:
Being hit with a Basic Attack while carrying a Cursed Tape adds +2 Stacks of Condemned, which destroys the Cursed Tape.
to
Being hit with a Basic Attack while carrying a Cursed Tape adds +1 Stack of Condemned.
Being downed while carrying a Cursed Tape adds +1 Stack of Condemned and destroys the Cursed Tape.
This would require more in regards to Condemn Tunneling and require more active gameplay from Onryo than how the meta in currently unfolding.
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So survivors should not have an addon that gives them a fifth perk too right?
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Hola, buena idea.
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Yeah, I think bHVR made the right choice by making them. But in most cases they just screw over Killers and they are not so interesting, they should do more with them.
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Its because an unbalanced Killer is a much much bigger problem than 1 Survivor perk.
How dare bHVR tackle the most imposing problems first? big brain bHVR move
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isnt Blight the Addict of Dbd? I think the syringe use is a hint.
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What if you used Calm Spirit?
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Is this cause you guys are spamming the drop pallet button from like 6m away?
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Yeah, whoever is the ponytail-person at bHVR, Give them an extra donut. The hair physics seem so well done.
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I believe that the developers are deceiving their audience by claiming that they will be able to play strategically by creating patrols.
Not the patrols are strategic, but the place where you put a Guard is.
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This would be great, if bHVR want to make a Killer less Chapter. X-files was a great series. The duo is iconic and fantastic.
But bHVR needs to make sure they get the likeness of the actor/character right and ofc the theme tune, that is what makes a great movie chapter. The Xeno chapter was great, but the lack of the Actor's likeness is really bad. I know it will cost money and be hard work, but the quality will last a lifetime.
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I honestly dont want to see your bragging in the game, but if you can keep it in post game then its fine with me.
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I think you could make Singularity alot strong if he could destroy finished EMPs in the box like Xeno can destroy turrets in the boxes.
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If you computer and internet connection is broken you ought to fix it instead of letting DC pile up on your account.
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it took me 5min to get over it, if its linked because of reasons, then its gonna stay linked.
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One bug hold the game hostage, another don't. Think about it, Killswitch is only for majorly egregious bugs that stop the game from functioning. old Eruption, merciless storm and Skull merchant 3geners dont even do that.
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@Rizzo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539323#Comment_3539323
Moderators merge the threads and we are not Developers, we cannot give answers we do not have.
The only thing I can tell you is that we alerted the team of the issue, so I'm sure we'll receive a proper answer as soon as the work day starts.
Thank you, my regards to the moderation team.
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Nobody wants Undetectable Frenzied Legion, if you want that you gotta guess where survivors are lol
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@betelgeuseyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538980#Comment_3538980
Yeah, no. I'll report them in-game but I don't have the time to make videos, trim them, convert them and upload them. It's clear this is happening across the board and these glitchers most likely have been flagged more than a few times, so it should be obvious who these people are.
I dont trim my videos.
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@Nyrvhal said:
Ive had this happen two matches in a row. Can someone tell me if people actually get penalized for abusing exploits? Because I'm about to uninstall this game if not. They ruin 45 minutes of my damn day because they have to abuse an exploit to get away from me. And not only that, but they will teabag and run between lockers specifically to BM. DO SOMETHING ABOUT IT PLEASE!!! MORE THAN FIXING THE BUG!!! These people need to understand that its not okay or you will continually have periods where you lose business and customers to gamebreaking bugs and the losers that exploit them.
PLEASE TELL ME DO THEY GET BANNED????
They do get punished, make sure you stay in post game chat and gather all the info you need to make an additional report on: https://support.deadbydaylight.com/hc/en-us/requests/new and make sure you report them INGAME as well. If you can make screenshots on your system do that, if you can record a video file then record that and upload to youtube and include that link in the report on bHVR's website.
Also make sure you stay well clear of doing it yourself.
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@bornagain234 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538880#Comment_3538880
If the game wasnt so poorly coded and bandage fixed for 7 years, bugs like this wouldnt happen.
The fact it needs a killswitch and it is constantly used says enough. Entire maps, killers, perks get completely removed from the game.
It would be a huge job, but a remake would really help in the long run. The game didnt have 30 killers + and it becoming as big as it has from the start, and its just been bandaged over. Its getting worse and worse.
Answer this, how does this even happen?
flaws in security does not make crimes okay.
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@bornagain234 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538855#Comment_3538855
Maybe they should develop the game in a way then so that things like this dont happen.
They will patch A B C and somehow, without touching anything X Y Z will break. Clowns perk will be adjusted, and somehow it breaks something for artist, or a map is affected. The entire game needs to be fixed.
no, maybe users should stop exploiting bugs.
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bHVR this is spreading like wildfire on Social Media rn, you gotta Killswitch flashlights. I has happened three times this evening.
@bornagain234 said:
This game needs a remake or sequel. How does this even happen?
I dont feel like players should get banned for it, theyre not hacking.
The focus should be on, how does stuff like this always happen? The game needs a complete rebuild on unreal engine 5
I dont feel like players should get banned for it, theyre not hacking.
They are exploiting a bug, this is against terms of service. Read it: https://store.steampowered.com/eula/381210_eula_0
I. Rules of Conduct
While participating in the Game, you also agree to comply with certain rules of conduct that govern your use of the Game (“Rules of Conduct”), for example you may not:
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Exploit errors in design, features which are not documented, and/or bugs to gain access that would otherwise not be available or to obtain any competitive advantage.
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If you identify an exploit, you either ignore or document it and pass it on. if you use it in a match you are in breach of the TOS.
Simple as.
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Why should the Killer get punished for doing his job?
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If you get 30min from one DC, you DC a lot mate.
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They cant add every idea, but they do add some.
I made a long post some time ago, which most of it was added when prestige was updated. Pretty good.
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Some more locker coverage on maps would be great,
if bHVR dont feel like they can put lockers everywhere perhaps bushes and cars can be used as Lockers-
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I always thought those perks needed a circle, to help users use them.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537099#Comment_3537099
Off topic but I noticed you changed to Pinhead!
yes, The box they opened it, I CAME!
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YES YES YES YES YES I want the Dinosaur.
Even tho, Dino Crisis would be a better because you know its a action horror dinosaur franchise.
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This post reads as someone who has never worked on long term projects, if bHVR gave a date they that would be a deadline and bHVR would prefer to release it when its done instead of on the date. bHVR has always been realistic about their commitment to us and that means they take it slow and don't make big promises in case someone gets disappointed.
I read through all the answers and there is nothing about them that isn't fine as an answer, was my question answered? no but so what I didn't expect to be picked. Maybe you ought the explain better what it is exactly you want because as transparency what bHVR is offering us is great and if they are doing reddit amas every 3 months THATS GREAT.
THEY ARE STILL THE SAME COMPANY that does not communicate ANYTHING to its players
what on earth are you talking about, they have given us great insight into what they are working on currently and until spring, thats great.
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@AykDanroyd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536680#Comment_3536680
Well relief comes one way or another in the form of players saying the hell with it and not playing the game anymore which results in the death of the game. So if you want that, lets keep allowing the players who play killer to play the same damn killer every match.
The difference between survivor and killer is that survivors have to put up with an extra layer of crap that killers don't. As killer the only thing one may get tired of are seeing the same perks used over and over again. Survivors not only have to deal with having to go against the same damn killer perks over & over again but also going against the same damn killer over & over again. Killers have powers and each one is different unlike survivors who are all the same other than the vocal screams when you factor out perks which like for killer can be made teachable.
One idea a bunch of us have had is to put cooldowns on perks and even killers. Like once a perk is used, that perk can not be used again for another 6 hours if it's a meta (A tier) perk, 3 hours if it's the B tier down, 1.5 hours for C tier and 0 hours for lower perks. And a similar cooldown can be placed on killers to force players to switch things up so the game doesn't go stale. That's how many other games with "seasons" are set up and DBD should be no exception. It would be much more interesting if players were forced to have a perk rotation. The system would need to be thought out so new players who barely have perks won't be shut out from the game, but they could always play one of the base killers or survivors since the game comes with a bunch.
Also players who play perkless should be rewarded with big incentives. This would especially work if a good amount of iridescent shards get awarded for say, every 10 perkless matches they do. That would change things up a lot since a lot of players would want to use those shards for cosmetics, DLC characters, perks, etc.
I'm not trying to be a wet blanket but SOMETHING must be done. People who trash competing games always throw jabs how games like Friday the 13th, Texas Chainsaw Massacre, Evil Dead, etc would get stale due to the lack of variety, yet when everyone plays the same killer because that killer is stupidly easy to get kills with, then how is DBD also not getting stale? It's already a game where survivors do only gens and have to get out without anything else different (unlike other games of the genre where certain supplies have to be collected & you could interact with the environment such as drawers & cabinets to find things), so it doesn't have much going for it other than the variety of killers. But when even that is gone then DBD has less going for it than its competitors do, especially when it's completely out of any semblence of balance and solo matches where ALL PLAYERS GET STARTED are a disaster. How is this game supposed to draw in more players when the solo queue, a new player's 1st exposure to the game, is a shitshow for lack of a better term? Someone would have to be a masochist to endure that and come back for more when they are just starting & have no clue how to play and gets the same killer with their broken tail that the developer refuses to fix or killswitch at the moment.
Well relief comes one way or another in the form of players saying the hell with it and not playing the game anymore which results in the death of the game. So if you want that, lets keep allowing the players who play killer to play the same damn killer every match.
I dont want you to leave the game, but if you choose to leave the game because you see solutions to problems in the game and the fact other think its a bad idea or bHVR choose not to change the game in that favor. Then by your own words you want to leave.
To me, the fact people are tired of playing against certain killers means other killers are not as good or popular to play as others. It does not mean we need to implement a filter, bHVR needs to look at its past Killers and get critical.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536642#Comment_3536642
My take has always been on the server's perspective. Currently laggy Killers are only 'validated' at pallets. Some Killers are also not given sufficient servers in their area. I don't want to punish a Killer because of where they live, just if they VPN for the current 'lagvantage' system that we have. That's why I only recommend the equivalent of 1 extra health state. When I'm talking about BS/laggy hits, I'm talking about the ones that we've all had, and also seen in (insert content creator here)'s weekly compilation.
How often - When I worked night-shift, it was literally every day off. At nights, you all too frequently get people from shall we say, an 'extended' search range. And by that I mean 8 timezones over from only a specific nation presumably VPNing over an entire ocean. So basically as long as you play after midnight in your own timezone you will probably get garbo laggy matches until about 5am minimum. There are also roughly half the matches at night, so you could argue an extreme case of 10% of all matches this would help. Which isn't a lot, but at the same time is very common for how frustrating it can be.
My take has always been on the server's perspective. Currently laggy Killers are only 'validated' at pallets. Some Killers are also not given sufficient servers in their area. I don't want to punish a Killer because of where they live, just if they VPN for the current 'lagvantage' system that we have. That's why I only recommend the equivalent of 1 extra health state. When I'm talking about BS/laggy hits, I'm talking about the ones that we've all had, and also seen in (insert content creator here)'s weekly compilation.
Thanks for the clarification, its appreciated.
So your idea is to validate hits on the server with leaving room for activating deep wound hits for this 'debateable range'
Im not sure taking their hits away is going to make Killers happy, but the idea is coherent and plausible that's for sure.
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@AykDanroyd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536117#Comment_3536117
I have over 5000 hours in the game and have been around for long enough to know when playing killer was difficult and when it has become stupid easy as it is now. Anyone can see how the last 2+ years of killers that have been released require little to no skill to play. If you don't know that or haven't been around long enough, then it is you who are not qualified to speak on the matter because you don't have the experience to. When a player who has as many hours as I do ends up dying 95+% of the time nowadays when it was nowhere near that amount WHEN I HAD LESS EXPERIENCE, that is a huge indicator that what I'm saying is true. Especially when others I play with also say the same. I play with someone who until recently mostly played killer (as Ghostface & Wesker) and he said the same thing---the road to Iri-1 as killer is stupidly easy whereas the road to Iri-1 survivor is a miserable experience.
Me getting matched with killers from China and killers with cyrillic names (likely Russia) is proof that matchmaking is done on a much more global level. Maybe your experience is different because you have crossplay turned off. I know console players are subject to this too since one of the console players I play with was with me when we both got these killers.
And what you are saying still doesn't negate the need for a filter idea. Killers can simply leave a lobby if they don't like what they see regarding prestige levels or can simply impose a killer with bugs or mechanics that 1 or more survivors in the lobby they're in hate and don't know how to counter. Or in the case of the alien with the tail issue, CAN'T BE COUNTERED. That deserves an alternative / opt out. Or else players will opt out by not playing and then everyone gets screwed.
You and your buddy saying Killer is easy does not make you arbiters of that question. You would need to demonstrate the majority of Killer players is in the top half of the MMR range, a hard claim to demonstrate. Pounding your chest regarding your skill in this game has not effect on me.
All of this from me just using your freedom argument back against you.
And what you are saying still doesn't negate the need for a filter idea.
That's true, people may indeed feel a need for a filter for Killer. And indeed, pointing out the flaws as man people have in such a system does not quell that need either. if you are tired of facing xenos nothing else can help.
However that's is why I turned your 'freedom of choice' argument back on you, there are many Killers who are equally tired and some even more so tired of certain perks, but nobody is rushing bHVR to implement relief from those, so why would Killers be any different? They are all tired, but sometimes you just cant have relief.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536486#Comment_3536486
P1 - I drew a picture so I was trying to make it as simple and clear as possible. Survivor/Server/Killer all know different things. The Server knows in the Laggy Killer left picture that the Survivor has long rounded the corner, so the only 'extra' information is correcting the Killer's false information of the Survivor, by saying that they are deep wounded instead of downed. The Server knows in the Laggy Survivor right picture that the Survivor didn't round the corner before the Killer landed the hit, so there is no 'extra' information whatsoever being sent.
P2 - The Killer never received a hit verification to begin with. My understanding is the game 'predicts' the inputs, so an M1 downs the Survivor on your screen, then when they teleport 2-3m afterward it was their actual location before the hit landed. This is the current situation where the server updates the Killer's game client with the correct information from the 'predicted' information. This would be a similar update of correct from 'predicted' information with a down around a corner being converted to a Deep Wound. It shouldn't use anything that isn't already being done.
P3 - The way this sounds to me is that you are saying in order for anyone to have an opinion about this hobby, they need to spend even more time beyond learning about the basic game mechanics/reading on the wiki, playing the game, working for survival(+commute time), cooking food, exercising to stay healthy, taking care of family, cleaning the living space, keeping up with car/home maintenance, and only then spending whatever spare time remains on studying the network infrastructure of the game that may or may not use the specific method you end up researching. I'm sorry, but that doesn't sound feasible for the majority of people. I am just trying to suggest things from what already exists for the most part. That doesn't seem unreasonable to make suggestions based on existing mechanics/functionality.
I might have misjudged your take on this idea, compared to OPs first description but since its about debateable hits from whos perspective I have to assume you verify it with the Survivor. If that is correct please say so.
P1 - I drew a picture so I was trying to make it as simple and clear as possible. Survivor/Server/Killer all know different things. The Server knows in the Laggy Killer left picture that the Survivor has long rounded the corner, so the only 'extra' information is correcting the Killer's false information of the Survivor, by saying that they are deep wounded instead of downed. The Server knows in the Laggy Survivor right picture that the Survivor didn't round the corner before the Killer landed the hit, so there is no 'extra' information whatsoever being sent.
the scenario you describe here is validating with the Server, not the Survivor. You are describing the current system with extra deep wound system. That wont improve anything regarding what looks like hits and what don't which is what this thread is about. This will improve nothing since people will still get pissed off if they downed or get deep wounded.
Unironically we don't have "debateable distance", debateable from whos perspective or details on the type of deep wound.
which also is a lot of work for problem that happens how often?
P2 - The Killer never received a hit verification to begin with. My understanding is the game 'predicts' the inputs, so an M1 downs the Survivor on your screen, then when they teleport 2-3m afterward it was their actual location before the hit landed. This is the current situation where the server updates the Killer's game client with the correct information from the 'predicted' information. This would be a similar update of correct from 'predicted' information with a down around a corner being converted to a Deep Wound. It shouldn't use anything that isn't already being done.
Killer does receive hit verification, it is what starts the wipe animation. The Killer also sends the hit to the server for verification. Even if we ignore verifying with the Survivor we still have the same problems of hits that don't look like they should and then some of them with deep wound. That would be pointless.
The way this sounds to me is that you are saying in order for anyone to have an opinion about this hobby,
I never told you cant have an opinion, but here on the forum we give feedback on each other's ideas. You gotta be able to show and argue why your opinion is the way it is and engage with feedback. Im doing the same right now. You asked me about how to learn more about how networking, servers, etc works and I answered, I'm not asking you to learn it. You said yourself you didn't know how it works. If you are too busy to learn it, then don't. I'm not your mom.
I'm also not saying you cant suggest something, but I'm going to ask you how it would work. If there are bad answers or no answers ofc Im going to point that out. I get some people dont like to be challenged on the ideas they have, but as long as its a discussion is gonna happen.
But just to make sure you dont feel bad in anyway, I'm not trying to be snide to you. Sorry if I was too blunt, ill try harder.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536296#Comment_3536296
Hit/miss back and forth reply section 1 - I'm sorry but the way you describe it would mean it would take no extra steps or processes still. In the picture the Server knew the Survivor was at location 'S' when the laggy Killer sent the hit at location 'H'.
It would take AGES to validate reply section 2 - Even when there were super laggy hits for normal Killer feedback it took no longer than .5s, it was just the disconnected info that was confusing. The Killer is still going to have to round the corner or vault the window to pick up the Survivor, so the time spent reaching the Survivor on the ground would update to show Deep Wound and scratch marks and a standing Survivor on the Killers screen long before it would matter outside of super specific snowballing situations.
'Get on that' reply section 3 - Assuming very generously that this isn't a needlessly rude dismissal, where is the information available? Nothing in the game describes the latency mechanics. I haven't seen anything on the wiki describing their internet based architecture. I also have seen no BHVR posting describing in detail the (likely) software engineering Masters degree level of information required. The most information I've had was a talk I attended in person describing how the designers of MAG (for the PS3) allowed for nearly 300 (256 to be fair, but the speaker said though it was frequently 300 if the PS3 would have allowed it) people to interact on a single server without significantly noticeable lag, at least less noticeable compared to the 5 player servers DBD has access to.
Edit: Grammar spend -> spent
Hit/miss back and forth reply section 1 - I'm sorry but the way you describe it would mean it would take no extra steps or processes still. In the picture the Server knew the Survivor was at location 'S' when the laggy Killer sent the hit at location 'H'.
You need to explain that way better. You already told me you dont fully understand the mechanical side of online interactions, yet you are trying to say it still wont take more steps than the current system, like do you know or do you not know?
Even when there were super laggy hits for normal Killer feedback it took no longer than .5s, it was just the disconnected info that was confusing. The Killer is still going to have to round the corner or vault the window to pick up the Survivor, so the time spent reaching the Survivor on the ground would update to show Deep Wound and scratch marks and a standing Survivor on the Killers screen long before it would matter outside of super specific snowballing situations.
Its not acceptable to give the Killer a hit verification from the server and then remove it when verification from the survivor arrives. if I see the Survivor go down and then go back up glowing white, ill be on the forum complaining about that right away so that wont work at all.
where is the information available?
You need to get down to your local library and start with learning networks and how Server communication works. This is computer deepdive, I have no formal education in that myself but I have done Server communication as school projects. then ofc game design to understand what info is required to be sent.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536261#Comment_3536261
We had Killer as the host previously. That was (in laggy matches) not a fair game that was enjoyable to play. The server saying "hey that wasn't a valid hit, but you get Deep Wound on them anyways" most certainly would make it more fair and enjoyable to play.
I'm not sure we are firing on the same cylinders. Laggy Killers currently can always deal damage on Live, (especially when they shouldn't) and the only time they are denied a hit is if it was pallet validation. In my little picture, the Killer currently always deals damage at that corner, and would only check for validation if it were a downing hit (exposed/instadown when healthy, any damage when injured). This makes it so corner/window hits apply that same pallet validation, but to a lesser extent. This proposal would limit BS hits, but not entirely prevent them.
Now I don't fully understand the mechanical side of online interactions. You keep saying it would add extra packets, but my understanding is the game is always sending those same packets of where the Killer and Survivor are to the server. It wouldn't be sending extra packets that it isn't already sending. It would use the already available information. The only case would be when laggy Killer's game interpreted a hit as a down, but the server said back "nuh uh, that was lag, you only get Deep Wound".
Now I don't fully understand the mechanical side of online interactions. You keep saying it would add extra packets, but my understanding is the game is always sending those same packets of where the Killer and Survivor are to the server. It wouldn't be sending extra packets that it isn't already sending.
Yes the game ALREADY SENDS LOCATION DATA that is true,
but for your system to work it needs to send a hit attack to the Survivor, who then needs to send it back to server and then the Server sends that info back to the Killer.
It would use the already available information.
No its not using already sent info, cause we are NOT PREDICTING when the nearby Killer is hitting for the survivor and if we did it would be wrong. The attack packet is something else than location packet. Like I told you three times now, it would create a huge chain for that specific attack. Its a huge waste of packet data, which costs money btw. but it will make that attack take AGES and the validation will only arrive seconds later for the Killer.
Now I don't fully understand the mechanical side of online interactions.
Yes you really need to get on that, it would help you understand why adding rules to a game that needs a packet to visit 4 places instead of 1 is a bad idea. 4 times as bad.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536222#Comment_3536222
Bottleneck the server? What else is the point of the server if not to determine who deserves to win in a scenario of direct competiton?!?! To check how progressed the gen is? You can have a laggy gen moment as Surv if we are checking if the Killer deserved to hit your teammate.
I call it soft-validation, because a laggy Killer can still get a down under the proposed system. It takes 3 lag hits instead of the normal 2 non-laggy hits. Healthy -> Injured -> Dying to now become Healthy -> Injured -> Deep Wound -> Dying. If optimized, this process only runs while the Survivor is Injured and not Deep Wounded. It doesn't need to check while Healthy, and doesn't need to check while Deep Wounded. It doesn't prevent the laggy Killer from dealing damage altogether, it just delays the Survivor's death in the case of excessive lag.
What else is the point of the server if not to determine who deserves to win in a scenario of direct competition?!?!
The point of the Server is to run a fair game that is enjoyable to play, the Point of the Server isn't to play Lawyer, even tho it could if everybody had direct connection. But we don't its all on ms, its gonna take a while. That is why sending unnecessary packets is counter productive.
If optimized, this process only runs while the Survivor is Injured and not Deep Wounded. It doesn't need to check while Healthy, and doesn't need to check while Deep Wounded. It doesn't prevent the laggy Killer from dealing damage altogether, it just delays the Survivor's death in the case of excessive lag.
The way you present it its already unnecessary, if the laggy killer cant deal damage anyway then how do you get to the injured state? Why not just skip the steps of providing extra validation for a down, if the first hit is accepted anyway. The Survivor in question could equally be mad about the first hit aswell, anyone who is mad about hits like that want things to fair, but we can only keep things as fair as the technology can allow us.
Not only would making certain hits have a big thick bottleneck on them by annoying to play with because hits would be inconsistent, but dodging them would also depends the Survivors injured state.
I mean sure its interesting and hopeful to think about, but the moment you get down to it, less is better for the game overall.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536184#Comment_3536184
If these wall/windows had soft-validation similar to like OP suggests, then that would apply a Deep-Wound when injured, and presumably old Stab-Wounds study where a Deep-Wounded hit would then be a down (as it would drain the remaining Deep Wound bar). Just like how pallets test Survivor sent a stun signal to server, and Killer send a hit signal to server to determine stun/hit, the same would be done with windows/corners. If the Survivor sends a location ping out of the hit-zone, and the Killer sends a hit within the hit-zone, the server would read a laggy Killer as a deep wound, and a laggy Survivor as a normal hit. This lets Killers who live in bad areas/far from their region's server still play the game, but they have to still get legit shots/hits.
MS Paint simple mockup done below.
https://us.v-cdn.net/6030815/uploads/ALPWEDKKNXX2/proposedsoftvalidation.png
So that's is a Yes, you prefer to bottleneck the server verifying every single hit or near windows. I dont know why you say soft validation, its either validation or not or something else. Either way you are sending 6 more packets around to laggy players which would just increase the problem since now they have to verify hits for deep wounds aswell.
You wanna start by explaining how sending more packets back and forth between laggy players (increasing the lag) is gonna improve anything even if it applies deep wound?
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536134#Comment_3536134
The problem is we have hit validation at pallets. That means if the Killer hit on their screen, but the Survivor stunned them, the server says whoever got their action first (less laggy) gets the favorable result. Windows have no such validation. Corners have no such validation. That is where lag hits are most common, and that is where lag hits are still a problem. When you go against a redbar VPN Killer, they swing absurdly early. Then when you get hit 5m from the window, you understand why. That's where you were on their screen, and the server would take that lag hit because there is no validation to verify "the Survivor was nowhere near the window, that should miss".
Yeah but how would you do it any other way?
Should we want the Killer to send the signal for hitting the survivor to the server and then the Server to send the signal to the survivor to check if it hits, then send the signal back to the Server and then back to the Killer? No way, that's a bottle neck.
There is no way you can check with the Survivor without making things awfully slow, so its either update your position to the Server or you are Dead by Daylight.
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@notyarbllewe said:
This will probably hurt the killers and need a bit of balancing, but what if hits that look like they miss or almost miss actually give deep wounds rather than false downs?
It's like the weapon cuts your skin a bit rather than slicing you in half when barely nipping at your shirt.
What hits? Hits that look debateable on the Killer or the Survivor's end?
I mean isn't this why we have a Server? This is from 2019?
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@AykDanroyd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536047#Comment_3536047
Because if I'm getting killers half a world away why wouldn't others be getting the same if there is any consistency in the game and the way matches are made?
Why would you think you getting a Chinese Killer player would make you an arbiter on difficulty in Dead by Daylight?
You getting Chinese players OR thinking that Killer is easy has absolutely no say on the truth of that matter.
There is no rational way that could be possible. That does not make sense.
Your opinions of yourself is no basis or argument for setting or denying things for others. Luckily bHVR knows this.