Let me start off with a bit of how I came to my idea. Recently I've started to play Minecraft again after a bit away from it, with a good friend if mine. We play on some servers and have a great time. Often our games are based around skywars PvP or similar. One thing we get really annoyed about are players that are pulling off a "double hit" glitch. If you are not familiar with this, it is caused by a player double clicking with a bit of latency in their internet connection, causing the 2nd hit to register at an impossible range, while the player is in the air, knocking them back even further, and get another hit for double the damage (and often knocking them into the void or dealing fall damage) Similar to this, sometimes players get a bit of lag in which they are not sending or receiving packets to/from the server. On their computer they attack a player that isn't moving. (To them) In real time the player is out of reach but it is still registered as a hit by the laggy player.
That brings me to my idea. If PvP was registered on the host computer or server, (instead of on users') this would stop Internet latency from causing players to do double hits, hit you when not facing you, and, it would put an end to kill auras and similar mods.
I don't think this would fix the issue, but Mojang really does need to get on this. This should have been resolved (or at least attempted to be resolved) in the combat update.
It was?
Most PvP hacks were based around constantly attack at max speed, making it hard to impossible to get even close to a hacker without being knocked back. You'd get attack as soon as you got in a certain radius, hence Kill-Aura.
With the 1.9 cooldown, as long as you don;t tweak it, spamming the attack button will do minimal damage,thus making Kill_Aura much less effective, and barely lethal, making every hit deal only .5 hearts damage.
Are you saying this suggestion has already been implemented?
Another problem with this is, the reason that this is handled on the client side is to reduce the load of the server side, and to smooth up the client.
Hello,
Let me start off with a bit of how I came to my idea. Recently I've started to play Minecraft again after a bit away from it, with a good friend if mine. We play on some servers and have a great time. Often our games are based around skywars PvP or similar. One thing we get really annoyed about are players that are pulling off a "double hit" glitch. If you are not familiar with this, it is caused by a player double clicking with a bit of latency in their internet connection, causing the 2nd hit to register at an impossible range, while the player is in the air, knocking them back even further, and get another hit for double the damage (and often knocking them into the void or dealing fall damage) Similar to this, sometimes players get a bit of lag in which they are not sending or receiving packets to/from the server. On their computer they attack a player that isn't moving. (To them) In real time the player is out of reach but it is still registered as a hit by the laggy player.
That brings me to my idea. If PvP was registered on the host computer or server, (instead of on users') this would stop Internet latency from causing players to do double hits, hit you when not facing you, and, it would put an end to kill auras and similar mods.
Thank you for time,
Milan1360
I don't think this would fix the issue, but Mojang really does need to get on this. This should have been resolved (or at least attempted to be resolved) in the combat update.
Check out my suggestions! Here is one of them:
Are you saying this suggestion has already been implemented?
Check out my suggestions! Here is one of them:
Another problem with this is, the reason that this is handled on the client side is to reduce the load of the server side, and to smooth up the client.