Hitreg Issues

I wanted ask others before submitting a bug if there are any specific enemies they’ve experienced hitreg issues with.

I recently ran into a Beast of Nurgle that I hit with maybe 3 powered THammer strikes and no damage was done. I’m wondering if it’s just these large creatures with a messed up hitbox or if anyone has seen this on trash or smaller enemies.

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I’ve had more hit registration issues since the crossplay update. These issues have been random, and very from one game to the next.

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I’ve had issues where Can Opener blessing won’t proc sometimes even after definitely using and making contact with ripper special action on crusher.

I haven’t noticed it with melee weapons but ranged weapons (especially lasguns) were terrible even before the latest patch. I will hit an enemy, the hit reg sound will play, and the round clearly hits mass, but the enemy won’t take damage. I’ve had 2-3 shots in a row simply not register.

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Hit registration (and literally everything else) is entirely done on the server-side meaning that these issues with the hitreg have always been around so long as you’re playing online. No matter what weapon or enemy you fight it’s always been possible to happen, it just becomes a lot more noticeable with specific enemies/weapons and with higher ping. For some reason it becomes less of a problem when using a VPN for me, it’s so stupid.

Hit registration

Dodging

Simply the act of moving between enemies

It’s a terrible and outdated system. It does the opposite of making the game feel responsive or fun.

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Hope for a fix ? Can you fix that without smashing bunch of lag compensation ? legit question
It just feels hopeless, i wish they bring back P2P sometimes so you feel like good old VT2 again.

Can FS make a P2P option ? :melting_face:

Imagine the same thing from that video, but you are using a revolver~

Oh I play revolver plenty now, this awful hitreg has made it so I avoid shooting moving targets when I can afford to.

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Yea I believe it’s completely possible to make a netcode system that prioritizes client experience, the only risk that comes with the client-side dictating their gameplay is introducing possible cheaters which is a trade-off I’ll gladly take for a significantly better gameplay feel.

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short answer, no. it’s technically easy, but they won’t be allowed to, 10Cent wants data

This is actually worse for 3 of 4 players, especially if the host is one of the guys having such issues right now. (Bad connection, high ping…)
All it does is spreading the issue from high pingers to the other players, nothing else.

Until cheaters invade your games i guess and oneshotting everything to take the whole fun out of the game.
Not saying the servers or coding are perfect, but if poeple live somewhere with a bad connection, then we shouldn´t make the experience worse for everyone else, when the connection (as you´ve said by yourself about high ping) is the core-issue.

Hitreg-issues are part of every shooter and i´ve experienced them rarely by myself, but never like you´ve in your videos. So besides serverlags, it seems to be your and others connections. And if you can run the game better with VPN, then i would probably talk to my provider where the routing goes etc…

I think you missed the very important detail that Darktide’s netcode is made by people, meaning it’s not immutable and can be changed, and that it is made in a stupid way that disregards player input for server-side consistency. Which is a non-issue in other co-op games. You have to be able to view things outside of individual instances if you want to actually understand what is being said here.

And fun fact, Darktide launched without support for users playing on IPv6-only networks which is a massive portion of existing networks (about 40% from what I’ve googled). This is on Fatshark, not on any individual player.

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