For the past 2 days I’ve been messing around with my code trying to figure out the best way to do network ownership for my combat based game.
My first issue was that when a player is ragdolled on hit, the network ownership change from one player to the next would make the player attacking have a silky smooth experience and the player being hit would seem to be almost teleporting ( on their client ) as they were hit a far distance away from the player hitting them in ragdoll.
Since I encountered my first issue, I decided “let me do it how most other games do it like Rogue Lineage”. I then went on to make the server the network owner if a player was being ragdolled or hit back by another player so both players would have a semi-smooth experience. Since I did that, the experience is more smooth but still very “laggy” when you are hitting a player but it’s a noticeable difference.
Summary: Is there any way to do network ownership where when a play is hit by another player (ragdolled or not since the same issue applies) the knockback and hit will be silky smooth for both players instead of both having a delay or one having a massive delay so the other has a good experience?? Thanks.