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Starting in bedrock version 1.13.0 and above, knockback was changed to a scale of randomness. To prove this, here is a screenshot of the 1.16 beta changelog. https://drive.google.com/open?id=1DA36iFGJ0THZI8nTV7szfd3th49yFaTE
1.12.1 bedrock is in many ways java's 1.8.9. PVP was much more based on skill, but as one could probably assume, "w tapping" actually mattered when trying to administer more knockback. Currently, a player can sometimes take 0 knockback because of RNG in the vanilla game's code. However, server-side mods have the ability to change this. If knockback was put back into the 1.12.1 style, the game would be more skill and less luck based. The entire bedrock PVP community dislikes versions 1.13 and above for this main reason.
This can be especially problematic on a worldwide server (connections from farther away areas=higher ping) for one main reason. If a player is lagging or has poor connection (which seems to be more prevalent on bedrock than java due to more wireless connections), the game will "store" the knockback calculated on a player if their client cannot send knockback packets back to the sever, so what ends up happening using the randomness calculator is they take close to 0 knockback despite taking several hits. In general, in games such as eggwars and skywars, the void is an obvious obstacle. If a player can simply get lucky and not take enough knockback to fall into the void despite having good connection, that doesn't make the game very fair.
I recorded 2 clips showcasing the differences in knockback between 1.12 and 1.14.
1.14: Neither of us seem to be taking much knockback
1.12: newtons 3rd law of motion exists, and is actually dependent on the velocity of the player. W tapping is effective in this version.
In summation, I strongly believe a change to make knockback on a scale based on velocity would make the game more skill-based and would improve PVP on the server. Many other servers have modified knockback to accommodate for their gamemodes and the player base, and I see no reason why cubecraft shouldn't do so as well if it makes the experience arguably more enjoyable.
1.12.1 bedrock is in many ways java's 1.8.9. PVP was much more based on skill, but as one could probably assume, "w tapping" actually mattered when trying to administer more knockback. Currently, a player can sometimes take 0 knockback because of RNG in the vanilla game's code. However, server-side mods have the ability to change this. If knockback was put back into the 1.12.1 style, the game would be more skill and less luck based. The entire bedrock PVP community dislikes versions 1.13 and above for this main reason.
This can be especially problematic on a worldwide server (connections from farther away areas=higher ping) for one main reason. If a player is lagging or has poor connection (which seems to be more prevalent on bedrock than java due to more wireless connections), the game will "store" the knockback calculated on a player if their client cannot send knockback packets back to the sever, so what ends up happening using the randomness calculator is they take close to 0 knockback despite taking several hits. In general, in games such as eggwars and skywars, the void is an obvious obstacle. If a player can simply get lucky and not take enough knockback to fall into the void despite having good connection, that doesn't make the game very fair.
I recorded 2 clips showcasing the differences in knockback between 1.12 and 1.14.
1.14: Neither of us seem to be taking much knockback
1.12: newtons 3rd law of motion exists, and is actually dependent on the velocity of the player. W tapping is effective in this version.
In summation, I strongly believe a change to make knockback on a scale based on velocity would make the game more skill-based and would improve PVP on the server. Many other servers have modified knockback to accommodate for their gamemodes and the player base, and I see no reason why cubecraft shouldn't do so as well if it makes the experience arguably more enjoyable.