Absolvers biggest technical issue / Desync
Im talking about the desynchronization of the attack animation and the hit.
If i could only change one thing from absolver it would be that and im pretty sure other players feel simular.
Because of the desync youre never sure if you missed the timing of your dodge or timing missed you literally.
Ofc desync increases with higher laggs and we cant prevent laggs completly, but to show the animation at the right time shouldnt be the problem or am i wrong?
Ill add more videos to prove my point how wide spread that problem is.
1 To begin with here is a little but extrem example to how the animation shows i feinted that move but it isnt actually feinted.
https://imgur.com/a/3WQQhE5
If i could only change one thing from absolver it would be that and im pretty sure other players feel simular.
Because of the desync youre never sure if you missed the timing of your dodge or timing missed you literally.
Ofc desync increases with higher laggs and we cant prevent laggs completly, but to show the animation at the right time shouldnt be the problem or am i wrong?
Ill add more videos to prove my point how wide spread that problem is.
1 To begin with here is a little but extrem example to how the animation shows i feinted that move but it isnt actually feinted.
https://imgur.com/a/3WQQhE5
Comments
https://imgur.com/a/zDz2hHN
https://drive.google.com/file/d/14j4_A99s6aKc7BSSS5JHMzD94NHHYarP/view?usp=sharing
Good job with those examples buddy
Thank you for posting videos illustrating the issue with "desync". I have passed along all of them to for further review. If there are any other details you can share with us feel free to post them here.
Thank you so much for your continued support!
Also a question: Are desync and lag the same problem? And if not what causes the desync? I think it might be a combination of hitstun and move speed