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Possibly unpopular opinion, but dedicated servers are a downgrade to the previous P2P system.

ABannedCatABannedCat Member Posts: 2,482

Dedicated servers have been around for over 6 months now on the PC version, and in my opinion there has not been any improvements for them since then. Neither for survivors nor killer.

For survivors hits at vaults and pallets are still miserable. The killer often hits you when you are basically already 2 metres away. This is particularly noticeable for Huntress, who now often hits you far around corners. Not having a ping indicator for the other players, and therefor not knowing the killer's ping doesn't help much here. Which makes playing against killers with high latency just a nightmare. That isn't the killer's fault obviously, but its still an extremely frustrating experience for the affected survivors. All thanks to dedicated servers.

As killer you get a delay on everything. Your power, kicks of pallets/generators, grabs. This can be particularly painful for timing dependent killers like Nurse (her charge and release are delayed, [BAD WORD] up your muscle memory), or Doctor (his shock is delayed, making it even more inconsistent), or killers with powerbars (you always need to hold it down a tiny bit longer to fully fill it). Grabs especially become basically near enough impossible, thanks to the added interaction latency between killer and survivors.

Yes, on P2P there was the rare instance of a lag switching killer, but on dedicated servers nothing is stopping them from still lag switching (because its still possible, due to latency compensation). So the entire purpose of making it fairer for both sides is defeated. According to Steam I play around 40 hours per 2 weeks, and I have never had a single instance where I was like "Ah yes, glad we had dedicated servers here!". Neither on killer or nor survivor, I saw an improvement in gameplay regarding fun or fairness of the game. And scouting the forum, or various Streamers, I really can't recall a time where anyone was truly praising the servers either. Actually its almosz always the opposite.

So, is anyone feeling like Dbd would be better off abandoning the servers, and going back to the old and tested P2P hosting system?

Comments

  • tehshadowman33tehshadowman33 Member Posts: 939

    I'm not a fan of the dedicated servers either.

  • InfckingcredibleInfckingcredible Member Posts: 145

    Without dedicated servers you would still sit in a queue. And dodge lobby after lobby due to bad ping (way worse than dedicated servers)

    I'd rather live with windowhits but have decent queues.

  • Chewy102Chewy102 Member Posts: 478

    All I can say is that we tried to warn people about how dedicated servers would do more harm than good. And all those warnings fell on deaf ears till after servers came out and we all seen that those warnings wasn't even close to the truth in how bad servers can be. Then those same people who demanded servers started to complain about "hitboxes", perks "not working", lag in general being worse by default, failing at once basic mindgames, and oh so much more.


    The community got what it asked for, just like SWF. Something that breaks the game more than it ever helped in balance and/or function. We have no one to blame but ourselves on this.

  • johnmwarnerjohnmwarner Member Posts: 3,793

    I won’t say worse, but I won’t say much better either. You aren’t alone

  • goat10emgoat10em Member Posts: 750

    I play on PS4 as well as PC and I honestly don't understand who got the whole "you got dedicated severed" thing going. PC and it's servers are not special on the bullshit hits when you're well past a window vault. Or the huntress hatchets traveling through walls.

  • twistedmonkeytwistedmonkey Member, Trusted Posts: 4,050
    edited January 8

    Well on the ptb they do seem better now as they have done something to the movement and lag compensation so you see the killer where they should be so theyvare getting there.

    What I have seen is less BS window hits in my games so far. It did remove moonwalking though!

    Killer felt a bit wierd with this change but i got used to it and I see people appearing to be floating over objects at times when in a chase. Think that's the lag compensation system not being 100% yet.

    Not a change going live as yet course but it certainly looks to be going in the right direction and shows its progression and potential over what we have now.

  • ZagridZagrid Member Posts: 784

    Definitely not unpopular, they suck

  • Chewy102Chewy102 Member Posts: 478

    In P2P your connection to the Killer is based on a single ping, any and all actions between 2 players will be delayed by that length of time.

    On Servers your connection to the Killer is based off of BOTH your and his pings. An action one of you takes has to travel to the server THEN to the other player before they are told of said action.

    Dedicated servers double any and all lag by default because any and all information needs to travel twice the distance. A ping of 100ms on P2P is a delay of 100ms between one player taking an action and another seeing it. A ping of 100ms on a server for both players is a 200ms delay for actions taken/seen between players. In fact, it's WORSE than the raw ping as computers/servers need time to process the data they send/get adding like 1-20ms to the delay for each user the data goes through based on the hardware of that user.

    So a raw ping of 100ms on P2P can roughly be 102-140ms when you account for 2 sets of hardware processing data. But on dedicated servers, there is now 3 sets of hardware. Adding both raw pings of 100 and the processing times to a rough delay of 203-260ms.

    That isn't something you can fix either. You can have internet speeds in the GBs if you want. That is just moving MORE data at a time. It isn't making that data move FASTER. Nothing can make data move faster as that is limited by the laws of physics.


    Don't know about you, but I can clearly tell the difference between dedicated servers and P2P. It's instantly clear to me in how players move about and how they react to others when comparing low (50ms) to high (200+ms) pings. To make it worse, Killer actions and powers are linked to their pings in dedicated servers! That [BAD WORD] with your muscle memory when you spent years learning EXACT timings of several things. I can't tell you how many times Iv failed to flutter a chainsaw, undercharged a blink/hatchet, stopped setting a trap too early, or failed to simply kick a [BAD WORD] gen due to dedicated servers screwing my muscle memory by adding my 60ms ping to each and every action.

    It's game breaking.

  • ABannedCatABannedCat Member Posts: 2,482

    They could make a system where the dedicated servers regulate and mange the matchmaking, and lobbies, and once the game starts the player host takes over during the loading screen.

    That way you get the benefits of both, the fluid matchfinding of dedicated servers, and the fluid gameplay of P2P.

  • johnmwarnerjohnmwarner Member Posts: 3,793

    You put a lot more faith in the devs that I do, there are at least a dozen major bugs right now.

  • johnmwarnerjohnmwarner Member Posts: 3,793

    How about being halfway through the grab animation and then seeing the survivor 5 meters away uninjured?

  • Chewy102Chewy102 Member Posts: 478


    We already had that. Back in P2P matchmaking was on its own server/s that served as a pairing device to connect hosts (Killers) and clients (Survivors). That's how DbD organized its ranking/matchmaking system and allowed the devs to gather data on it all. When you clicked to be matched into the game you connected to the matchmaking server and when you ended a game you dumped data to the same server for dev collection. It's also how they caught people who copied save files, gave themselves Legacy (if rightly earned but lost or not), or cheated blood points as the back end server kept copies of your save file to compare to.

    DbD launched piggybacking off of Steam download region servers for its matchmaking then moved on to its own servers. Remember when everyone set their Steam download region to Toronto to have faster matchmaking? That was a thing and it worked 100% before DbD moved it using its own matchmaking servers.


    There was also a DC detection system back then as well. The game could have easily flagged every type of DC. Lose internet, but the game kept running? The game could have seen that with a "game start" flag and a "game end' flag but seen when it failed to do a post game data dump. Game simply crash? You now have a new crash log flagged for the next data dump. Click leave game yourself? Same game start and end flags along with that data dump.

    The excuse of "servers was needed to punish DCs!" line is pure bulls***. We have servers and it STILL took forever to have DC punishments! That excuse is a load of crap. DbD already had ways to track DCs in P2P and even banned (very few) players because they DCed so often. It took something around DCing well over half of your total games, a [BAD WORD] insane number, but the system was there.


    Don't take me wrong. I find DbD very fun to play and have put a lot of money into it. Iv been playing DbD since it launched, pre-odered it (still have my beta invites), and am a legit Legacy. I got a lot of investment into DbD and hate talking bad about it. But I can only wade through so much bulls*** before having my fill. 427 hours isn't a lot compared to others. But for me, DbD is in my top 10 most played games in my ENTIRE life. Only behind Final Fantasy 7, ES4 Oblivion, Planetside 2, and maybe Minecraft that I can think of off hand.

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