Due to lag, a character’s position is different for
- the local client
- the server
- every other client depending on their ping
This is true of all online multiplayer games, but other games have methods to lessen this effect. I am looking for a good method to go about this, and I have very little knowledge about it so far. I have read about custom replication, but I wonder the viability of that on Roblox, so if not that then what else could I do?
I am trying to make a hack-and-slash game such as Chivalry 2, which relies on player position immensely. In past combat systems I have made, the asynchronicity has been an extremely common complaint: “Faulty hits are registering.” or “My hits aren’t registering.” depending on whether I handle hit detection on the client or the server.
Any advice is greatly appreciated.