One of the most annoying things about multiplayer is that the smallest amount of lag shows.
In TF2 however, any ping under 100 has zero effect on gameplay.
This is due to the fact that in TF2 a whole bunch of simple calculating is done to predict where everything will be, meaning events don't have to wait for the server response to occur.
So imagine you hit something with half a heart of health:
Current Minecraft: Wait for server response to say target is dead, often taking longer than one second.
Lag compensation added: Assume that target is dead, display death animation immediately.
Now imagine you're hitting something running past you.
Current Minecraft with slight lag: Miss, when it's in front of you it's already passed you serverside.
Lag compensation added with slight lag: Hit, regardless of serverside location.
Lag compensation added with massive lag: Miss, hitting a target without server input is unfair for target.
If you think this will mess up Minecraft with unfair hits or people doing impossible things, remember: This system works almost flawlessly in an FPS, where the slightest bit of PvP glitching can be catastrophic. So it will be even more flawless in a game that isn't PvP centred.
The lag compensation for hits seems cheap, but I like it for other stuff, ESPECIALLY block-breaking and movement (stupid jumpy players). It would make the laggiest person win in a fist-fight. :/
The biggest lag problem is with breaking blocks. When there's lag, I use 3 pick uses to break one block. That's gotta be just one packet of info. It seems like it's taking a really low priority behind less important stuff.
In TF2 however, any ping under 100 has zero effect on gameplay.
This is due to the fact that in TF2 a whole bunch of simple calculating is done to predict where everything will be, meaning events don't have to wait for the server response to occur.
So imagine you hit something with half a heart of health:
Current Minecraft: Wait for server response to say target is dead, often taking longer than one second.
Lag compensation added: Assume that target is dead, display death animation immediately.
Now imagine you're hitting something running past you.
Current Minecraft with slight lag: Miss, when it's in front of you it's already passed you serverside.
Lag compensation added with slight lag: Hit, regardless of serverside location.
Lag compensation added with massive lag: Miss, hitting a target without server input is unfair for target.
If you think this will mess up Minecraft with unfair hits or people doing impossible things, remember: This system works almost flawlessly in an FPS, where the slightest bit of PvP glitching can be catastrophic. So it will be even more flawless in a game that isn't PvP centred.
What do you mean, probably? It's a tried and trusted system, and all you need to do is throw single player simulation into multiplayer.
The biggest lag problem is with breaking blocks. When there's lag, I use 3 pick uses to break one block. That's gotta be just one packet of info. It seems like it's taking a really low priority behind less important stuff.