Why it NEEDS to be fixed?
- Major Inconsistencies [v]
- Knockback Nullification and/or delay
- Player Inflicted and Environment Inconsistencies [v]
- Unpredictable [v]
Major Inconsistencies
Sometimes the player will take Knockback normally, Other times the player can potentially slide across the ground only going backwards half the amount meant to be taken. In the above video you can see that it IS inconsistent with the potential of multiple hits that seem to be normal, or up to a 50% potential of receiving and or giving a sliding effect.
Knockback Nullification
When holding a player in the air long enough in a combo, after "dropping" the player they will take fall damage. But if you hit the player shortly after an open IFrame the player does not take Knockback, only damage.
Player Inflicted and Environment Inconsistencies
Explained in "Major Inconsistencies" a player throwing projectiles will cause a player to slide across the ground. As well as in "Knockback Nullification" a player can lose a combo that can potentially save an enemy from getting hit towards a direction.
As well as player inflicted damage, the player can take downwards KB as a cause of the Environment. Now fixed would have been with Fire tick damage, Causing the player to randomly slide across the ground, in result slowing them down when running. Currently CubeCraft has the potential to inflict downwards KB shortly after receiving fall damage. Reducing the jump height and resetting the acceleration of the player, BUT it also has the potential to not inflict the downwards KB, resulting in the player being able to jump correctly and not lose the speed. Another Result after fall damage is the potential to Double Jump, now not as common as getting pulled towards the ground, it shows the inconsistencies and randomness of this KB system, to recreate this the player does need to fall from more extraordinary heights to receive this outcome.
Unpredictable
Please review "Major Inconsistencies" and "Player Inflicted and Environment Inconsistencies"
The Unpredictable nature of the Current Knockback system makes little to no sense to the majority players on the network. And compared to other Featured servers on the Bedrock Network like "Hive", "Galaxite", "Lifeboat" as well as the "InPvP" sister servers, they do not have these randomizations in the Knockback. Even comparing to a Vanilla server ran in PmmP or Vanilla(Bedrock) you can not recreate this, even on a higher ping. Thus resulting in a Major capricious Knockback System.
Vote with If you believe CubeCraft should fix the Inconsistencies
Vote with If you play Java and your vote shouldn't matter on a Bedrock Suggestion xdrofl rawr
Vote with If you believe CubeCraft should continue having these inconsistencies
"Report it as a bug"
I have but the excuse is "It's a Java based server"
yet when I tell the devs/staff "But it's a bedrock server"
They say "it's ported from java"
Then when I tell them "So it's a Java server?"
They then tell me "No it's a Bedrock server"
But when I then tell them again "Okay so why does it have this bug"
The response is "It came from Java"
Then again I say "So It's a Java server"
They reply "It's a Bedrock server"
It's just a circle of excuses by the Cubecraft team and I find it ridiculous
yet when I tell the devs/staff "But it's a bedrock server"
They say "it's ported from java"
Then when I tell them "So it's a Java server?"
They then tell me "No it's a Bedrock server"
But when I then tell them again "Okay so why does it have this bug"
The response is "It came from Java"
Then again I say "So It's a Java server"
They reply "It's a Bedrock server"
It's just a circle of excuses by the Cubecraft team and I find it ridiculous