Setery
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- Joined
- May 29, 2020
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The New Knockback System
*note don't implement all of these changes, only implement one or the other*
Why These Changes will Fix these Issues
I put a good amount of time into this thread. Even if you agree please provide feedback, thanks.
*Edited the suggestions slightly*
- With the new modified knockback system, Ghosts have many new advantages at their disposal.
Players now take more knockback than what they should normally take when jumping. Many times I have seen people get launched around 6 - 8 blocks horizontally from swords without the knockback enchantment if the person being hit was jumping. The reason this is strong is because many of the maps on the server have void pits. Ghosts can take advantage of this when a team is retreating and easily launch any kit of their choosing off the map (except Jugg). Players have to now risk letting a Ghost catch up to them by only sprinting and not sprint jumping, or they have to risk the chance that a Ghost could launch them off the map with one hit when they're sprint jumping. Ghosts can also use this knockback in fights so that it's harder to be combo'd on. Ghosts get hit further away from players now which make it harder to track down the Ghost with follow-up hits. - Sprint Particles are not Always Accurate
- There are a few bugs within 1.15 related to sprint particles
There are situations such as when a Ghost is sprint jumping where they actually don't show sprint particles. Normally a Ghost would show particles when they hit the ground while sprint jumping.
- There are a few bugs within 1.15 related to sprint particles
- Ghosts Have a Frame Advantage
- Since Ghosts are invisible, sometimes it's not humanly possible to react to a sword that appears for a short amount of frames.
This conversation on it's own regarding human reaction time relating to frames could be an entire thread. By "frames", I'm referring to the frames in "frames per second". A really good Ghost player can be essentially invisible to the reaction time of an opponent. They can make their sword appear and swing in only a few amount of frames. This video shows the first Ghost hit in 6 frames and the second hit in 10 frames. These are literally impossible to react to. What I mean by this, is that the Trooper cannot look at the sword and decide to swing upon that Ghost while that sword is still visible. There's multiple other factors that can cause the Trooper not to hit the Ghost in time such as input lag, but if we solely look at reaction time, then the Trooper stands no chance at hitting the Ghost while their sword is still out in these situations.
- Since Ghosts are invisible, sometimes it's not humanly possible to react to a sword that appears for a short amount of frames.
*note don't implement all of these changes, only implement one or the other*
- Adjust the knockback for players that are in the air. The knockback currently seems to be too strong. I believe it needs to be toned down a little to make the sprint jumping retreat disadvantage not as harsh.
- Unfortunately I don't think 1.15 related bugs can be fixed
- Give Ghost an aura similar to Wraith for 0.25 seconds but with different particles focused on the feet (time can be adjusted but I think 0.25 seconds is fair) when they pull out their sword. If a Ghost decides to continue to hold their sword after 0.25 seconds, then aura will go away.
- The knockback changes would be universal and cause less unfair deaths from happening all because a player jumped and got launched off the map because of it.
- The aura on Ghost when they pull out their sword will help to prevent fights where Ghosts can literally not be reacted upon. This makes it to where Ghost can't essentially fight someone near head on for an entire fight as they can be tracked more easily.
I put a good amount of time into this thread. Even if you agree please provide feedback, thanks.
*Edited the suggestions slightly*
Never mind I spank ghosts on the daily
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