There is a massive PvE desync problem at the moment.

  • For example,

    You’re using an enchanted compass to find where to dig and the compass starts spinning rapidly indicating dig here and then you go to dig but nothing. Then you back up one pace and you find what you’re looking for.

    You try to kill a pig as it is running away from you perpendicular to you and it won’t seem to die but if you aim in front of the pig you will kill it. Also if a sprinting pig goes underwater the bubbles are oddly one pace ahead of the pig so the bubbles are in sync with the server but the pig lags behind.

    And the biggest one that really bothers me, an enemy crew shoots a bonecaller at my ship and it hits. My aim assist starts reacting to an invisible skeleton that is one pace ahead of the real skeleton I see on my end. So the aim assist is in sync with the server but not what I am seeing which is very disorienting. I swear those stupid bonecallers are harder to kill if you have aim assist turned on.

    Is anybody else experiencing any of this?

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  • Desync across the board is a massive problem; PvP or PvE.

    It's just so glaring with PvE because the movements and actions are quite "predictable".

    Stopping the ritual at the new skeleton camps and fighting the obsidian skeletons down there...it's absolutely hilarious how off it is. Skeletons literally don't "explode" until like half a second after your sword combo or EOR hit. It's wild.

    I sure hope the server performance portion of their plans comes to fruition soon.

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