1.9 PVP is just better 1.8 is only spam clicking 1.9 and more recent PVP is better than 1.8 1.9 plus PVP is more skill based than 1.89 has so much content and so much more minutes okay hold on a second 1.19 PVP has been blowing up the past few months and even 1.8 Mains like me have bought into the hype if you’ve watched some of my more recent videos and streams you’ll know that I’ve been grinding latest version PVP recently and I’ve actually had a lot of fun with it it’s been a really refreshing experience learning a new Combat system and I’ve gotten to the point where I’m actually fairly decent at it now however with the recent explosion of 1.19 PVP it came with a lot of rumors that 1.8 was finally at its end Mr Epic actually made a fantastic video talking about this that I’d Recommend that you watch and it actually inspired me to make this video today what I want to talk about is the other side of the story the massive glaring issues with 1.19 PVP that I bet a lot of players don’t even know about that prevent me from meeting this version of Combat this is why 1.19 is doomed for competitive PVP foreign is a really generic excuse to not like a video game that’s probably what you’re thinking I mean ping related issues happen in every multiplayer game not just Minecraft players lag and it’s annoying to deal with but when it comes To 1.19 PVP the issues that lag causes are so much worse than you can imagine to show this let’s try an experiment and I have my lovely assistant minitek here to help me demonstrate This Barn in this experiment I’m gonna be sprinting hitting minute Tech with my sword 10 Times to see how ping effects knocked back for a first test minitek will have about 20 ping and whoa whoa whoa what is that okay so the Hacked Client is actually part of our testing here the reason I’m using a Hacked Client is because of the perfect swing setting in The kelora module this setting basically makes it so that I will automatically attack another player in this case minutek the very instance my sword cooldown ends this is important for a testing because any missed timed attack could completely change the results of our testing even if missed time to only Buy a small margin also we are doing this testing on a private server and I do not condone the use to pack clients on servers where they are against the rules once again minatech is on 20 ping for this test so let’s see what happens okay One two three four five six seven eight nine ten all right go ahead and place a red block where you ended up the results are exactly what you’d expect minute Tech was hit about 36 blocks away over the span of 10 hits this averages to about 3.6 blocks of knockback with every Sprint hit minatex knockback was consistent here and we’ll use this as a baseline for our testing for our next test we’ll be repeating the exact same procedure it’s at this time minutek will be on a VPN raising his ping to 120 Ms a 100 Ms increase over his normal pain One two three four five six seven eight nine ten okay let’s be a difference so go ahead and place a Blue Block where you ended up on 120 ping minate Tech was hit about 27 blocks away over the span of 10 hits which is nine less blocks of Knockback compared to when he was hit the same amount of times on 20 ping this averages out to about 2.7 blocks of knockback per hit which is almost an entire Block Plus of knockback per hit on average keep in mind the only variable we changed here was his ping And we repeated this test multiple times to ensure that these results were accurate for our final test minute SEC will be on a VPN that raises his ping to 400 Ms let’s try worst case scenario so like you’re on a potato laptop in Brazil like a tin foil router okay Three two one one two three five six seven eight nine ten more or less the same it’s almost like there’s two sides to the KV this is more or less the exact same result as the previous test but it’s still significantly less knockback than when minitech was on his Normal 20 ping these results show that once you start to exceed a certain ping range you will literally start to take less knockback compared to a lower paying player so why exactly is this happening well to understand how this works we need to understand how knockback Works in Minecraft PVP Knockback is calculated by this line of code which essentially determines how a player will take knockback based on their vertical position in the air to put it simply there’s basically two different types of knockback that exists in Minecraft PVP the first type of knockback is normal knockback this Happens when a player gets hit while standing on the ground taking knockback up into the air sending them about three to four blocks away from their starting position the second type of knockback is a reduced knockback this happens when a player gets hit as they’re falling in The air and instead of taking knockback upwards they’ll get hit into the ground taking two or sometimes less than two blocks of knockback depending on what their vertical position was when they got hit this is a mechanic that I’m gonna call knockback scaling because the knockback that you take scales based off Of your vertical position in the air knockback scaling is the reason why minatech takes less knockback when he has higher ping if you’re fighting a player with low ping let’s say 20 Ms after hitting your opponent by the time your sword cooldown ends and you attack them again the knockback of your next Hit will register when your opponent is on the ground causing them to take normal knockback however if you’re say 100 Ms under the same circumstances your first hit will make your opponent take normal knockback but because your opponent’s knockback is inherently delayed because of their ping by the Time you can attack them again the knockback of your next hit will register when your opponent is still falling to the ground resulting in them taking reduced knockback on the second hit in our experiment when I was attacking minatech when he had 120 Ms you can see that his knockback was alternating from Normal knockback to reduce knockback after every hit however if we were to switch places every attack from minitech would deal normal knock back to me regardless of what his ping is there is a way for me to make minitech take normal knockback with every hit if I Wait until midsec falls to the ground before attacking him I can make him take normal knockback with every attack however I would have to wait to attack him until after my sword cooldown has already ended which is a DPS loss for me if me and minitech are trying to deal The maximum amount of knockback to each other he can literally attack faster than I can it’s hard to determine exactly how much ping you need to have before this starts happening but from my personal experience knockback scaling will start to have this effect somewhere between 80 to 120 ping and Beyond 120 Ping it’s pretty much guaranteed that you’ll consistently take reduced knockback knockback scaling doesn’t only exist on 1.19 it also exists in 1.8 as well however knockback scaling on 1.8 doesn’t actively reduce the knockback of laggier players because the attack speed in 1.8 is much faster than it is in 1.19 Because of this the property of knockback scaling reducing the knockback of high paying players is pretty much negated additionally a lot of a 1.8 PVP servers nowadays use custom knockback that removes knockback scaling entirely like mindman club for example this allows players to almost indefinitely hold their opponents in a combo Regardless of what their ping is knockback ceiling introduces a huge problem for competitive PVP on the latest version taking reduced knockback is a serious advantage in PvP if you take less knockback than your opponent it makes it easier for you to get double hits and combos on them it is literally Impossible to hold a high ping player in a combo because they constantly Take A reduced knockback in void-based game modes like sky battle or Crystal Rush knocking your opponents into the void as a huge aspect of the game and taking less knockback than your opponents is a Massive advantage now I know that there are ways that you can work around fighting against high paying players that take less knockback like crit spamming them or jump resetting against them but that doesn’t make knockback scaling any less problematic this is my biggest problem with 1.19 PVP and it Sort of ruins it for me if I’m not fighting against someone with low ping personally I think that knockback scaling is way too problematic to be in the game and I think that it should either be reworked or removed from the game entirely Minecraft servers already have the option to change their Knockback and hopefully more of them do but let me know what you guys think in the comments down below with that being said thank you so much for watching and I’ll see you guys in the next video peace out Video Information
This video, titled ‘This is BREAKING Minecraft PvP’, was uploaded by Intel Edits on 2023-01-01 17:50:46. It has garnered 143910 views and 8072 likes. The duration of the video is 00:07:26 or 446 seconds.
Hey everyone! Happy New Years! Thank you so much for an amazing 2022, it means the world to me. In this video, I’m going to be discussing the game breaking mechanics ping has on Minecraft PvP. I did a ton of research for this video and it would mean a lot to me if you watched the whole thing, you’re guaranteed to learn something new! Anyways, enjoy the video!
Shoutout to @minutetechmc and @TheMisterEpic!
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⏰TIMESTAMPS 0:00 – Intro 0:59 – The Ping Experiment 1:58 – Test 1: 20ms 2:26 – Test 2: 120ms 3:10 – Test 3: 400ms 3:47 – How does knockback work? 6:28 – Closing thoughts
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