Post by Azherae on 2022-09-26 17:26:51
We have not received permission from maouw to share the quoted post.
There are different forms of rollback netcode, but the explicit part I'm referring to is not the 'rollback' portion.
Most netcode has a formula for 'which frames to drop and cut short' based on specific interactions within the game. In games where only 'position' and 'bullet tracing' is important, for example, it doesn't have to do as much, it just has to figure out if you actually got hit or not.
In BDO, which I think you may have experienced, it cuts certain frames but also doesn't allow drift or free movement of specific types, in order to make it easier to know which frames to drop. This is easy in 1v1 because it can look at the STATES of two players and under a specific set of states, it knows "this many frames can be dropped without anyone suffering an unfair disadvantage".
The more players and interactions between those players you add, the less possible this is, even for just observers because of how packets are sent, synchronizations are timed, etc. You're usually 'working out which side to err on'.
This doesn't quite reach the level of 'rollback netcode' unless you actually have a structure for implementing the rollback, which then becomes a 'synchronization' question across multiple interacting entities. So yes, you understand the concern.
Without a specific type of slowdown, flicker block COULD be used to hide things like the Fighter Dash animation that we saw in the Basic Melee weapon video. Note I'm NOT saying that this is guaranteed to happen or hard to fix, just asking if people would prefer "a game where blocking has a duration or cooldown" over 'A game where a player could sometimes cause your client to show them blocking when they actually dashed' or 'a game where a player dashes but will be counted as blocking during that dash animation'.