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Sypherpathic

Sypherpathic

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Sypherpathic
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  • @onemind said:

    True tho they need to fix his trap aoe

    My mans was standing on it

    Yeah, the hag has SO MANY TRAPS and they have a HUGE radius AND her power allows her to teleport in. Meanwhile trapper has just... these things.

    If you're comparing the two killers, how is hag NOT superior to trapper simply as a 'traps on the ground' killer? Sure, you can burn hag traps... but you can also disarm trapper's traps.. although he gets notified so I guess that's something.

    It feels like if you're going for the trap mechanic, trapper is WAY worse than hag. Am I wrong?

  • Only buff he needs is the bedsheet skin. :D

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2405085#Comment_2405085

    If you watched that video, you can see clearly it is not the case. Even their description said that server cares about who started action first, not animation.

    I played Wraith a lot and he gets this really often, because his unloacking mind game next to pallets. Sorry, but if you experience it with low ping, then they didn't fix just laggers, they nerfed every killer.

    And you still didn't tell me how to play around this change...

    I'm going off of this thread. MandyTalk has stated that the hit should happen if the pallet has not made it halfway and the hit should not/stun should happen if it's past halfway. Yes, the actuality is based on who has the lower ping. I guess you must be going against people with <30 ping.

    I play with around 55 ping and the only problem that I see is the animation sometimes. But I don't rely on free hits at pallets, so...

    I think the solution is to somehow avoid giving the killer the impression they've gotten the hit when the server verifies that they haven't, not reverting the change. it just needs a little more work.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2405055#Comment_2405055

    Do you really think that you can't lose game because you didn't manage to down survivor fast enough, because of rejected hit?

    You said that killers are supposed to play better and figuring out how to play with this change. Then tell me how?

    There is nothing we can do differently, just mind game and hope survivor will do even bigger mistake than before. There is nothing we can change about it.

    and what do you mean guaranteed hits?

    I play with 30 ms ping, so it shouldn't affect me, if it is to counter laggers.

    Sorry but stun is supposed to happen when pallet hit my head, not when survivors touches pallet.

    It happens when the pallet is halfway down, so that's incorrect. If you swing before the pallet is halfway down, with your 30 ping, you should be getting those hits. Sorry you can't figure that out, I guess.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2405024#Comment_2405024

    "instead of upping their game or figuring out how to play with this change"

    How can I change how I play, when I can't trust what I see?

    It was easy as survivor, just don't greed pallets. What is killer supposed to do? Respect everything? We know how that will end...

    Hmm, well for me, I just go ahead and break the pallets and get on with my game? I'm not a ranked killer by any means, I only play sometimes. Aren't there other ways to outsmart survivors besides relying on getting a guaranteed hit because you're standing near a pallet? That's what it's been before this change. Now, I think you can't rely on that guaranteed hit.

    Are killers really losing matches because of this change? I asked in another thread and I don't believe anyone answered. I think that's because it's just annoying rather than threatening your game, but I'm not sure.

  • This is hogwash.


    Since the change there have been threads posted of survivors upset because they threw the pallet and got hit. This happens because, I assume in the most ideal circumstances, the killer's swing must come before the pallet is halfway down or it's a miss. Animation doesn't mean s**t. That needs to be fixed.

    But this isn't a buff, it's really a bug fix. Forever, a killer mashing the hit button anywhere near a pallet got a hit no matter what the case seemed to be. I have literally fallen on the ground 20 feet from a pallet after getting 'hit' at the pallet. That was an extreme in the opposite. Because the hit registration was admittedly and by design KILLER SIDED. How can killers say that something is not fair that does it's best to allow whichever action is done first to 'win'?

    Killers have been spoiled by pallet auto-hits for too long and now instead of upping their game or figuring out how to play with this change, they just want it reverted back to unfair. Sorry, I think this is wrong.

  • Sometimes there are people that just act... weird.

    Like we're playing with someone playing Leon the other day and I'm set up for an unhook and then he leads the killer right to me, near the hook, and blows the whole thing. Starts healing me while the killer is chasing him toward my position. I had hoped he'd veer off but nope.

    After I was out, my wife continued in the same match and he seemed to have the same behavior - trying to heal but also running around everywhere so his scratch marks would lead the killer right to the person he was trying to heal.

    Not certain to be intentional but was weird nonetheless.

    My real complaint is people that unhook in front of the killer, no Borrowed Time. Just let me hang and maybe get the killer to chase you away? Then someone else can actually rescue me in a meaningful manner.

  • @kate_best_girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403330#Comment_2403330

    Thats the problem is with match making the way it is you can't just 'move on and forget about it' you're kinda forced to play with high rank survivors even if you're just barely learning a killer. This is why survivor queue times are so high is because no one can just practice a killer or have fun because in higher ranks you're FORCED into a competitive sweaty environment.

    On Playstation, I can create another user, still play the game I paid for once, but that new user has no rank or anything. Maybe learn your new killer that way? Your essential complaint is that you're not as good with this killer as your rank might indicate.

    I haven't tinkered with Steam account stuff for a long time. Can you create another steam account and then maybe family share the game and play at low ranks with your new killers? Kind of a training account?

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2403056#Comment_2403056

    however, even if you are having internet issues you are still spoiling the game for the 4 other players. Unfortunately, as heartless as this might sound (not intended to), it is your responsibility to ensure that you have reliable internet to play online games.

    I think for a lot of people, though, their experience goes:

    • Having trouble with staying connected to DBD and got disconnected
    • I can access YouTube on my computer and my phone shows WiFi Working
    • FIX YOUR GAME

    I don't think that a lot of people think about what's going on between all these machines to make a connection because these days they seem so easy. Unfortunately, though, sometimes it's not something that a player can really do anything about so they figure the larger entity, the game developer, should do something. It's never easy picking apart possible router problems or WiFi signal problems or ISP issues that the ISP also doesn't care to fix...

  • I think what we all need to let go of is that this shouldn't be a game with empathy for the other side. It's built on an 'anything goes' mindset which we all rebel against when it impacts us as individuals.

    I constantly feel tunneled but I'm sure it's not what I think. I am terrible at situational awareness in this game. About 40% of the time, I'm just stupidly blundering into the killer. I might b***h that a killer is tunneling me to my wife but then I just move on to the next match.

    I guess I'm moving into more of a mindset lately that there's no point getting upset at the 'other side' and trying to make behavior rules. Only a subset of people even see anything online about the game, so most people you encounter aren't aware of these discussions, anyway.

    So yeah, when I feel tunneled or a killer is camping me, then that's just something that happens and I just prefer to move on to do my best and then move on to the next match.

  • @kate_best_girl said:

    I've been put on 2nd state on hook countless times because people are too scared to play injured and save when the killer isn't camping and would rather SC 10000 feet away from me then try to run to me after being on full health. The perk is garbage.

    For sure, but I've seen tons of other annoying behavior on hook. But that just makes the argument about ONE thing wasting time moot.

  • I'm so tired of people arguing about seconds like we're shaving seconds off our speed runs or something.

    The other day, I was on hook and could clearly see two other survivors in a building crouching and pointing at one another in some kind of meme/joke behavior for almost a full first hook cycle. Thank God my wife was also playing so she could disengage from the gen she was working and run all the way across the map to save me.

    So many times people are just running around aimlessly, hiding in lockers far from the killer or whatever. I'm not a high rank. I only make up to 10 or so on a good week but come on.

    It happens that I don't run self-care, but I think it's b******t to argue about the time it takes.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2394706#Comment_2394706

    Sorry I don't really care about the whole pallet affair except for their oversized hitboxes since I normally respect and break them for the BP.

    But what kind of argument is "catch the survivor before they get to it"? Most others might be reasonable but when the killer is running behind them and doesn't have a sprint or chainsaw, how are they supposed to magically get faster on demand to get them before that. I would love to know that because it would brake the game and make killer breezingly easy.

    The point is just that you weren't as close as you thought you were, so you had NOT caught them up enough to connect with the hit. It's either that they need to change the validation back to being killer-sided or they need to change the animation so the killer doesn't get the hit animation before the server has validated.

  • Well, as you might have suspected, I played on PC and my wife stayed on the PS4.

    We ran side by side as two Claudettes for a while hither and yon, and yep, the speed is exactly the same. I'm not sure that rules out maybe some odd conditions or broken/inconsistent analog controller input, but I'm satisfied.

    We got lucky and had an AFK killer round as well, so we escaped despite our shenanigans.


    Cheers.

  • This gets tiring.

    The hits are based on the servers perception of positions at the time it receives the signal that the hit was attempted. What was your ping? What was the killer's ping?


    The server made the decision that the killer was close enough to hit. THIS IS NOT BASED ON WHERE THE PIXELS ARE ON YOUR SCREEN but based on what the server believes the actual positions to be. Since the server, your system and the killer's system are all in different locations, it's physically impossible to have the same position everywhere if anything is moving.

    You just can't trust your screen and have to assume to some extent it's an approximation. This happens in all multiplayer games, you can search the internet about it.

  • There is a lot of tribalism and resentment of what is perceived as 'the other' in the community. I agree. When I play, I play for fun. I even try to make it fun for the other side. Admittedly, not all the time, but a lot of the time.

    Especially as killer I feel that part of what I like to do is find ways to make an engaging match rather than a boring slogfest.

    Most disagree with me and people seem to feel they need to dominate the other side who are a bunch of weirdos over there but that's not gonna be healthy in the long run for the game or those playing it. Albeit, most people will already be long gone before the game implodes. Game lifespans aren't that long any more.

  • I don't like Raccoon. I've always had maps that I hate playing but I've gotten over most of them and I'm having fun with almost any map unless I get it a lot on any given night. Sometimes I feel like if I see another corn field I'll go crazy.

    But Raccoon is too big and too twisty for the competition of this game, imho. It's apparently a faithful copy from the actual RE game but that's NOT a reason to make a map like that. They're not the same style game. Could you imaging faithfully recreating a DOOM map in DBD? A dungeon from WoW or something? Maps need to have the trappings of the license but they still should have a design that maximizes usage in THIS game. otherwise, it's just a museum piece.

    In my opinion....

  • @Guest1567432 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2394751#Comment_2394751

    Yeah, I don't believe that one since I had a game yesterday where I hit a Feng through three pallets and she just kept running.

    What don't you believe?

    I play killer but not often?

    I'm familiar with how to play killer?

    Pallets are not immunity bubbles?

    I think in the case of this last, there are threads with video evidence proving that they are not. Look again at the first video in the thread I linked and then at the Mod response. It's literally a clip of a survivor throwing a pallet, the killer swinging and the survivor getting downed with the killer getting stunned. Where's the immunity?

  • @ouroboros_world said:

    https://forum.deadbydaylight.com/en/discussion/comment/2394778#Comment_2394778

    If survivors are smart, they will waste your time, even with spirit fury enduring, you won’t end chases fast enough to benefit from it. Spending 30 seconds playing ring around the rosey just to eat a unfair stun and survivor run to another pallet. Meanwhile gens across the map are flying by and killers with no mobility can’t do nothing but walk slowly to the gens or continue chasing the pallet camper also spirit fury enduring are easily counter after they proc for the first time.

    How about you try to do a killer challenge like kill 2 survivors and see how hard it is as any m1 killer with no meta perks

    Why would I limit myself? I do whatever I can to complete a challenge if I'm going to try it.

    Do you do this to yourself on purpose? Choose a challenge and then think 'how would this be more difficult, let me try that!'.

    I rarely stay in a chase for 30 seconds unless I have decided I don't care about gen progress. I'm sure you're a more successful killer player than I am as I usually play just for fun, not for progression. It still feels more reasonable using pallets now than it used to. And as I've said before, I see plenty of killers that seem to be maintaining rank and getting their 4Ks.

    Are you having trouble achieving your killer goals because of this change? Do you think everyone is or do you think maybe you just need to adjust playstyle?

  • @ukenicky said:

    I've always respected pallets for the most part especially if the survivors in question like to camp them.

    If it's really such a big deal for these people complaining bitterly, just run Spirit Fury Enduring. I haven't had many problems with the new hit validation playing as killer.

    I've always taken the attitude that I might just run right into the stun and give them the satisfaction and blood points, then still catch them and hook them just to show them up. I've definitely gotten my share of 'last second' pallet hits as killer that I didn't feel the greatest about. It felt for a long time like as long as we were both near the pallet and if I hit the attack button, it was a guaranteed hit whether I was stunned or not.

    Often if there's enough distance anyway, I'll just do my best to guess what the survivor's intended path is and catch them up a few seconds later. I also don't commit to very long chases, instead leaving to chase others or patrol nearby noisy generators to hopefully keep up pressure. To me, this pallet change is just a small adjustment to how one plays killer but as I've been told, I'm obviously don't play killer.

  • @ouroboros_world said:

    https://forum.deadbydaylight.com/en/discussion/comment/2394706#Comment_2394706

    I can tell you don’t play killer, every second a killer waste is a gen being done. So pallets are basically immunity bubbles? Why would I waste my precious time trying to make a pallet camper drop the pallet without being stun. You use to have to time the pallet stun, now you got all the time in the world to drop the pallet while being immune to hits and a free stun.

    I play survivor, camping pallets are cheap and unfun way to get chased, m1 killers are already trash, no need to make them counter by camping pallets and hold w until gens are done.

    I do but not often. I'm certainly familiar with how to play. Look around on these forums. Pallets are not 'immunity bubbles'.


    https://forum.deadbydaylight.com/en/discussion/268595/the-pallet-fix-is-amazing/p1

  • @1miko said:

    https://forum.deadbydaylight.com/en/discussion/269293/congrats-survivors

    Honestly about the pallets I agree and disagree. Right now in my own experience on my survivor POV I cancelled like 7 killer m1s that should've hit me completely and for some reason the game decided I was cool with my pallet camp.

    In my killer POV I keep getting hits that actually throw survivors into the downed animation and suddenly half a second later I get stunned and they stand up and keep running. I believe the change bhvr did was to prioritize hit validation for survivors other than killers and not actually letting the server decide objectively upon it.

    I play in stable 40 to 80ms relying on the servers I land into mainly. 40ms stable on league and most multiplayers in my region.

    The real problem here is that it's giving you the hit animation and sound too soon and then it fails validation. I think that's what needs to be fixed, if possible. That could result in a fat feeling of lag, though, from when you swing to when you find out if you got the hit.

    Maybe killers need to stop trying for these very last second hits at a pallet? It seems to me that, as some have stated above, killers have been relying on getting an easier hit near a pallet than if they were in the open, else why so many killers are trying to hit killers just exactly at the pallet? maybe respect the pallet and go around or catch the survivor before they get to it or zone them away from pallet locations?

    Is swinging at the right time next to the pallet a killer's most important skill?

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2394527#Comment_2394527

    Yeah now that is how pallets work now. You loop until you see the killer twitch and you throw it down now.

    Advanced concept I know but survivor have ez games for days right now.

    I saw in another thread that the break point is when the pallet is halfway down. There's another thread where a survivor is complaining of getting hit and the analysis was that although they got the stun, the killer swung before the pallet was halfway down and so the survivor still got hit.

    The conversation is happening and it should work out but to me, this seems more fair than it was before.

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2394527#Comment_2394527

    I am a killer main that decided to play survivor...seriously try it with killer POV knowledge and you will get some ridiculous pallet safety hits.

    Against stbfl users they even lose their stacks after the "hit"...been getting some colorful language post game😂

    I actually played both sides last night as I had some dailies to get done on the killer side. I could certainly tell the difference but with the knowledge of how pallets work, I did not overextend myself unless I was willing to take the stun and not get the hit. It felt like before, if the killer was anywhere near the stun area and hit the attack button, the survivor was going to get hit. It now feels like, as a survivor, I can get pallet stuns even when the killer DOES try to hit me. Before, I'm pretty convinced I was only getting stuns without getting hit because the killer was never even attacking.

  • @Almo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2391868#Comment_2391868

    To keep the inventory UI/switching inputs simple. We considered seperate ammo, but it wasn't worth the added complexity. The first design had 3 bottle types. :D

    Well you left that dangling, what was the third bottle?

  • @latinfla4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2394503#Comment_2394503

    No you abuse it by running loops like normal right before any hit animation by the killer throw the pallet like if you would dead hard for distance.

    You will get away unscathed trust me...I have seen killers stand there after the stun (on their side it shows they hit you and are wiping their blade). Use that time to get distance.

    I was playing killer for a out 4 hours last night...I know what it looks like from their POV.

    Right, so now you know how pallets work, now? Usually when I see a pallet coming I have to decide and often I will just try to guess where the survivor is going after that pallet and intercept. It sounds more like pallets need to be respected more, now. Before, it felt to me like killers could hit me with almost complete impunity through pallets. Now, it feels more like throwing a pallet might actually impact the chase. Same for windows. I know I am terrible at chases but I feel that my escape rate using windows and pallets has gone up after this. I still get caught, hooked, killed and I've seem plenty of 4K matches, so I don't think killers are suffering too terribly. I'd welcome some additional tweaks, particularly to maybe not make the killer see the injury animation unless the server has verified (except that will look really weird, too), but I think this enhances the game. has anyone really felt, for instance, that they're losing ranks because of this change or is it really just annoying because it changed and now killer gameplay has to adjust?

  • @latinfla4 said:

    I have been playing survivor right now and man this pallet validation is hilarious from this perspective. Little tip killers have lunge validation out in the open which means you can usually 360 right near objects and they will hit the objects.

    Loop normally and if you see the beginning of a hit animation throw down the pallet (normal or lunge or chainsaw) and you will be ok.

    Tried it the killer starts to respect the pallet and you get to run loops for free about 2 to 4 times until you need to run to a jungle gym or killer shack.

    Have a teammate take the bloodlust hit or pallet stun them and repeat. This is the time for you to work on your looping and get experience...trust me it isnt getting fixed anytime soon.

    Enjoy and make sure to pass it along.

    I'm not sure how you count this as abuse? So you're saying trying to dodge and use pallets is... abuse? Sounds like mechanics to me. This is the adjustment period where, it appears, killers have been getting hits they should not have and now they have to play differently. It's difficult to tell how 'accurate' the server validation is when there's no way, when objects are moving, that you can call what the killer sees on screen accurate. Neither side can be 100% sure they are seeing what the server will interpret. Heretofore, it seems that this interpretation was in the killer's favor which resulted in many ridiculous-looking hits on survivor's screens. The tables appear to have turned and now more ridiculous "non-hits" are apparently pissing killers off.

    Behaviour needs to figure out how to massage their hit validation so both sides are reasonably OK with the result. I don't see playing the game as abuse at the moment as a survivor.

  • @Facture said:

    The other thing to note is that analog sticks can ware out in such a way that holding up will actually be slower, when I only played on PS4 I went through 2 controllers and was on a 3rd before making the switch to PC.

    The strange part was with my first controller I didn't notice it in other games for a significant amount of time. Survivor wasn't as noticeable but killer felt like walking through mud. It got to the point where 110 killers couldn't catch up in a chase until Bloodlust 2 kicked in, I would lose ground at 110, I would run about the same speed as survivors at Bloodlust 1.

    Let us know the results if you decide to test.

    Wow, that's crazy! We actually slowly migrated from PC to playstation for various reasons. I have so many steam games and they just sit there. It's just really hard to spend so much time in this chair.

    I get that feeling you mentioned sometimes playing killer and sporadically as survivor, I will suddenly feel exactly like that. "What is making me so slow???" Maybe my controller is worn out.

    If we're able to test I will post here.

  • @MonsterInMyMind said:

    The Lag Spikes for me got worse rather than fixed. What an awful experience is all i can say in regards too it.

    Next the new Hit System needs more tuning. I have a video coming out today of me actually touching the Survivor as they late throw the pallet and they are completely rewarded off it. All imma say is this needs more work its very janky right now it feels like Vacc pallets are back same unrewarding feeling of being robbed.

    Unfortunately, your video won't mean anything as that's just what your system thinks is happening and it's not what actually ends up happening. Due to the fact that data doesn't travel instantaneously, the positioning on your screen is always slightly different from the server when anything is moving. You thought you were that close, or that the survivor was in that exact location, but the server disagreed. The problem is that your system is feeding you the 'hit' animation right away, even if it's wrong. There needs to be an adjustment to how killers see the hit animation based on this update.

    From what I understand, killers somehow had an advantage previously - what the killer saw on their screen mostly determined the actual outcome. This resulted in all of the survivors disliking this part of the game because it looked like they got free but then a hit registered, sometimes egregiously. I can remember many times laughing because I was on the ground what looked like 20 feet from a window after getting hit in a vault.

    Anyway, there's never going to be a perfect sync between you, the server and the survivors systems - it's just not possible. The best a company can do is cover up these differences to make it feel better to our perceptions where we sit playing the game. Just do some searches on 'video game hit registration', this is common.

  • @The_Krapper said:

    I play on PC and PS4, they move the same overall but for some reason even if you use the same controller it has a way higher sensitivity for PC, basically it's the sensitivity and frames that separate PC from console and everything else is the same from my experiences

    Thanks, this is good feedback. I wonder if we're just reacting to framerate. Kind of how a large character moving at the same speed as a smaller character (say a gnome in WoW vs a Tauren or something), likewise maybe the slower framerate FEELS slower to us but isn't. We're maybe going to test it just to appease ourselves on it.

  • @Shaped said:

    https://forum.deadbydaylight.com/en/discussion/comment/2349479#Comment_2349479

    Besides the stuttering, did you ever noticed that on console we are kinda slower movement wise (running etc.) ? I noticed it immediately when crossplay was enabled for the first time.

    I don't see people mentioning this.

    I just noticed your post and I did my own post on this question not 15 minutes ago. I think my wife and I will do some of our own tests. Here on the same network with presumably the same ping (we def have the same ping on side-by-side ps4s), I can get on PC and she can get on PS4. We can jump into a match and have some very dangerous foot races. Hell, we'll use the same survivor, too.

  • @MrGlide said:

    I think if I lunge and hit a survivor when they start a vault it should be a hit. I've had this happen way to much for me today. this new system certainly needs more fine tuning. I'm actually upset about this.

    It's because you are seeing a hit on your local system but it's not really a hit on the server. These non-hits have been registering as hits previously and they should not have. The game has actually been taking hits from survivors all this time that weren't really hits according to the new way that the hit calculation works.

    Your system is showing positions that don't agree with the server. The server figures out that it's not accurate to call it a hit and doesn't allow it. You actually missed but you can't see it on your screen, unfortunately. For all intents and purposes, the survivor was further away than you thought, hence the need for an animation change.

  • I've seen several posts here and there about this and it seems to be overwhelmingly positive. Someone posited that it might be a test for something down the line like changing some other skill checks. I'll be interested to try it myself.

  • From my opinion, not necessarily what you're doing wrong, but to what end are you chasing? Chasing keeps one survivor busy. What are you doing early game to stop them working gens? Mid-game? Late game? These are the questions to ask yourself.

    Of course, if you get that first person hooked, you've presumably got at least two survivors busy. One on hook and one working on unhooking. What are you doing to get those other two survivors involved and busy?

    Early game: Are you running any perks to assist with slow down? Corrupt Intervention is a good one. Or you could run the new Lethal Pursuer which lets you start chasing and finding survivors quickly.

    To me, it's about what you're doing to slow gens and find survivors. I don't think you can just rely on running around and happening on them although patrolling generators can help. What's your build? At the very least, you can just 'searchlight' as many gens as possible so that you're looking at them from 30 or so meters away so anyone with Spine Chill will break and move out.

    You don't have to SEE the generator. Listen for the sound of 1) a survivor working on a generator and B) the sound of a generator started and abandoned.

    There are a bunch of good perks to find survivors. Spies from the Shadows is good if you're attuned to crows, Nurse's Calling has been a good one for me because survivors hide a LOT and think they are safe healing.

    Anyway, some maybe useless or pedantic tips. If those make sense and you've been trying them, I'm sure others will be along with more.

  • @Carth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2392476#Comment_2392476

    Other games might have faster tick rates(how often data is transmitted to the server) or smarter algorithms to hide the truth of what really went on, but at the end of the day there will always be divergent client versions of events and when two of them clash on an action the server has to choose which one will become reality.

    Sure but if those solutions work enough to keep players happy, then that solution is good enough. When there is more than one viewpoint and non-zero data transmission rates, there will never be a perfect agreement. I don't pretend to know how it's solved but I feel like a number of games out there are keeping their userbase happy at least on this front. Maybe I am way off as I play few games these days...

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2392476#Comment_2392476

    Maybe hire someone from a Battlefield dev team or Fortnight or Apex Legends or something where this kind of hit validation is critical so they can find out how to make it work and keep their paying players happy.

    I keep seeing videos of all those games from people complaining about hitboxes and hit registration. That's because there is one absolute and overriding factor here that no amount of programming can account for: the laws of physics.

    Interesting point. I must admit that I just pulled names of games that seemed popular out of my ear.

    If these games have problems, and there really aren't any games that HAVE worked out hit registration to keep fans happy enough, then it can never get fixed.

    I just remember being pretty happy with a few games like TF2 and Battlefront, at least enough that I didn't feel the need to look into whether or not it's being worked on and I could get on with having fun.

  • @Carth said:

    I don't understand why people talk about 'fairness' in this context. Both clients versions of events are valid, the server literally has to pick one though. Do you favor whoevers input got there first? Do you favor the defensive action? The offensive one? There is no fairness here, just an arbitrary decision that MUST be made. Short of taking away the asynchronous nature of online games this is an impossible solution to solve for.

    This is why you see wacky things like the hit occurring but not really. Imagine if it was the other way around, the survivor drops a pallet on their screen, they get hit, then the pallet magically pops itself back upright. That is also a potential solution to the problem, I'm not saying which one is correct because the answer of which is correct depends entirely on what you think should be prioritized.

    You can solve for it in a way. You have to find a way to make it make sense for all players involved. Like in an online shooter, right? It's a little Hawking-ish, but you shoot at me and I move and you haven't seen me move yet and I haven't seen you shoot yet.

    From your perspective, you shot dead on. From my perspective, I moved out of the way then you shot. Who was right? To your point, one has to be picked. Honestly, I don't know the solution but I DO know that there are tons of games out there with more players and faster reaction requirements that don't have these sync complaints. So there IS a solution to make the game FEEL right even if the math isn't right or perfect. We have to wait for Behaviour to MAYBE find that happy medium or, like some games, to just keep oscillating back and forth and pissing everyone off. Hopefully, they find a solution. Maybe hire someone from a Battlefield dev team or Fortnight or Apex Legends or something where this kind of hit validation is critical so they can find out how to make it work and keep their paying players happy.

  • @PlaysByShady said:

    https://forum.deadbydaylight.com/en/discussion/comment/2391438#Comment_2391438

    He got robbed because he's playing according to what he sees on his screen. No-one can play according to what the server sees. Which just means that in chases (i.e. the critical component of the killer's role), the survivor gets favoured because the killer is punished for acting on what they see on their side with no ability to work beyond it

    We can't play based on what the server sees but I find the ongoing endless churn around this point amazing.

    I've been playing games since forever. It didn't take long to figure out with online games that often the perception I have of what's on my screen isn't 'real' and isn't the end all of what will happen when actions take place. It's been like this in many, many online games forever.

    Still, people come to these forums and complain. Given, it's right to complain that the results aren't fulfilling and they're making the game less fun. That's always going to happen both ways. Survivors will feel ripped off sometimes, killers will feel ripped off sometimes.\

    But to come on and act like you're somehow right because it LOOKED like something happened on your screen but the server obviously disagreed and you just don't see it and it has to be explained to you... Get some skill at analysis. It's so hard to believe that people can't figure this out. Maybe I just don't understand how people complain any more. I suppose it's still the same problem, just ridiculous how people complain about it as if they don't understand how web-based games work and they seem to think that what's on their screen is gospel and they got ripped off rather than it's that there still needs to be some massaging to the webcode to make things make sense to as many participants as possibe.

    That being said, the game industry is crazy in that every developer seems to have to figure out the same s**t in every game. You see problems in multiple MMOs that have been solved in other MMOs years ago and follow the exact same solution path, from the user's perspective. Same with multiplayer PVP games. I remember some of this stuff with TF2 and I'm sure it happened with other shooters but I haven't played those. Constantly, games are somewhere on the curve of fixing these multiplayer hit issues and pissing off their players. You'd think there'd be a solution. It's like we're watching car designers putting fuel tanks in front of the dash until enough people die for every car model, then putting the fuel tank on the roof, etc. for every car model as they figure it out for each individual one. Just really weird that there aren't industry veterans who can come in and know how to fix these problems quickly. It's like developers are always solving these problems for the first time.

  • I've had a good experience since replacing my old hdd on a PS4 slim. I can't believe they put 5,400 rpm drives in these. Obviously, developers need to be aware of that and they're just 'optimized' for faster storage/memory usage/swapping. I bet no one on PC has a 5,400 rpm drive any more. I would be that the 'bible' on consoles is something where you're not writing to the drives much and I'd bet that for this game, they're just using the same writing and caching that PCs use.

    Anyway, 4$ a pound.

    I spent about $190 on an SDD and followed some instructions online. One screw and some downloading later, I had a 100% better DbD experience. That was just after the actual RE patch. I've only played a few games since the update yesterday but they seemed fine. I get about 55 ping on all games.

  • @Sonzaishinai said:

    4 is concidert a unlucky number in korea. Kinda like western countries concider 13 to be unlucky

    The Chinese character for the word “death” is pronounced “sah”. This is the same sound as the Korean “four.”

    So it's seen as a death number.

    So specifically 44 knives is actually pretty dope flavour wise

    Yeah, I first ran into this as a thing that 4 is considered related to death in Japanese culture... I guess it's something that's common in other countries as well. If that's the reason, that's not too bad of a callout for this character.

    Whenever I wake up and it's 4:44, I wonder....

  • @PsychoTron said:

    what i got out of this thread.

    "vast majority of killers are not fun, the only killers that are fun are the ones that I can abuse in a tile loop" 😄

    I mean... It IS NOT fun when the chase just results in being downed fast and then if that happens until you die as a survivor, that's the least fun match out there. I know people point out that it's 4v1 and there are 3 other survivors, but it results in a ######### match nonetheless.

  • They changed how hits work. I don't have a link but essentially, the server doesn't think you are in a position to get that hit and so denies it.

    With all of the communication going on with (probably poorly optimized), web-based games like this, it seems that your system thinks everything is in certain positions, the survivor's systems are showing possibly completely different positions and the server has it's own set. They're trying to move from some kind of monstrosity that compares them all or something into making the server's positioning definitive. This will make things look unfair to almost any player at one time or another.

    With all of the multiplayer games out there that rely on specific positioning and that could piss off their players if the positioning LOOKS unfair, you'd think there'd be solid ways to prevent this kind of stuff in this day and age. I guess everyone reinvents the wheel.

  • @Moonman157 said:

    I’ve gotten it 3 times so far and it seems hellish. I can’t wait until they enable the offering so I can use my steam account to do a custom game against my switch account and just explore the map.

    You don't need the offering for a custom game. You can choose the map there in the match settings.

  • @Chilli_man2400 said:

    It’s weird I was leveling up Leon yesterday and I got RPD badge offerings I thought it was disabled so shouldn’t I not be getting any?

    You can still get them on the blood web but you can't use them.

  • Because there would be a flood of people playing the map and then complaints would roll in. Right now, they have control over how much the map appears. SO keeping it really rare keeps complaints to a minumum

  • I feel like with the right add-ons, Wraith is now able to decloak near me with no warning and hit me before I can reasonably react. I used to be able to get a sense of his approach or de-cloak most times but that doesn't seem to be the case any more.

    The counter seems to be effective hiding which is a rare thing to counter killers these days. I guess most people are having success because they are stealthing as survivor?

  • Yeah, works for me. I'm usually around 10 and having a fine time. Sure, there are weird matches and you can predict what rank most killers are as the game progresses, but for the most part this is pretty much where I belong. I don't try to maximize gameplay but play for fun and take unnecessary risks when I think it's fun.

  • I can't. The PTB is just marketing. They don't make any real changes based on feedback. They usually want to show something off to generate excitement.

  • I mean, clean your gates.

    Once gates are open, I just head back and forth until they are clean. Are you just hiding somewhere once the gate is open? Take back your power, killer.

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