I dont need to play in order to know that the latency is x ms so yeah here we are again.
just look at the youtube videos, maybe than you understand.
You make it really hard for me to stay polite in this discussion... tone down on the emotions a bit xD
Iam not the developer so i can only give you info on things i saw either by the devs confirmed or things that i tested throughly in game but its mostly both though.
-1) out of sync
Currently pretty much no player is in sync att all when it comes to positioning. This has to do with currently beeing send fewer position updates then needed. This is currently due to fine tuning of required packet conversation.
- the system uses a mix of relative and absolute positions which results in these out of place issues somtimes. This is ping independent and always results to a 1meter lag minimum in positions even low vs low ping.
2) rotation syncing seems to use a snapping system to snap players to closest angle when spinning very fast. This leads to out of sync rotations when fighting.
3) hits are calculated client side while adding the ping on the swing delay.
Generally its player sends „i hit something“ server asks opponent if if opponent is blocking at that time. Recently someone explained this to me as attackers advantage.
4) regular normal attacks are useless in duells it comes down to counter game and eu has faster swings and more time to react.
5) the slow packet send rate results in blocks sometimes not beeing recognized in time. This gets worse with faster weapons that leave nearly no time to react requiring e sport level reaction timing even on eu side.here again low ping is in the advantage.
6) due to position updates stuff like the old prediction bug work. Its alot harder though
7) out of sync positions can lead to unblockable attacks under specific circumstances. Ping independent
8) animation glitching is huge and reduce your time to react if not practised to see them. Making it even harder for low ping.
I hope this adds a bit info to the understanding of current combat state. Iam no pro on the technical side. Which is why i dont argue against that to begin with... my argument is that high ping has no advantage over low ping. And you can say that i dont understand as much as you like.
Do i k ow everything? Hell no how could i? You know more maybe more then me there perhaps. But in terms of testing the system i duell everyday for hours on end and test test test. Try to search for informations how things work and try to understand and learn and adapt.
Cause thats whats needed praxis feedback. The Theoretical stuff is SVs job and even with these issues they do an amazing job. The current state is not ideal which is fine, the combat will break a few more times before its in a brilliant spot.