Elytra-Server / Elytra-Server/Elytra
Effective PvP Combat
Open
enhancement
help wanted
- Dominant language
- Kotlin
- Stars
- 49
- Forks
- 6
- PR merge metrics
- No merged PRs in 30d
Description
**Description**
Nowadays PvP combats depends alot of latency and in order to have a good pvp we need to be effective and somehow create a system that doesn't only depends on wheter the player hitted or not. We should have in count variables like: Packet Loss, Latency, Variance.
Contributor guide
Research direction
The issue names no files, tests, or entry points. Start by locating the PvP combat and packet-handling code, then determine how packet loss, latency, and variance are currently represented; done would require an agreed design and tests showing combat is not determined only by whether a hit was received.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- kotlin
- Domain
- game-dev, networking
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 15/100