Has anyone else ever noticed this? In Single Player, mobs are relatively easy to dispatch of; you will usually hit the mob before it hits you. However, in multiplayer, it seems like there is always a constant yet small amount of lag. Even on the server that I run on my own computer has this problem. Mob hits have higher processing priority than player hits.
The fix for this is quite simple; if a mob hits a player, the server waits a fraction of a second before actually registering the damage. If the server receives the message that the player has hit that mob within that fraction of a second, the mob's hit will be nullified and the player's hit would go through.
The fix for this is quite simple; if a mob hits a player, the server waits a fraction of a second before actually registering the damage. If the server receives the message that the player has hit that mob within that fraction of a second, the mob's hit will be nullified and the player's hit would go through.
Comments? Concerns? Agree/disagree?