Minecraft doesn’t factor in network latency when determining a player's actions on the server. This causes the server to receive outdated information that doesn’t reflect the player's clientside position. As a result, players take negative velocity when they're on the ground clientside, but not serverside.
This plugin handles knockback as if it were calculated clientside, ensuring that no player is at a disadvantage, regardless of their own or their opponent’s connection.
Showcase: https://www.youtube.com/watch?v=SVokpr3v-TA
Official Discord: https://discord.gg/nnpqpAtyVW
It depends on the player. Some may notice a difference if they're used to relying on high ping to reduce knockback. For others, it could actually be an advantage.
Knockback control. For example, it will be easier to escape crit chains and punish crit.
It promotes consistency across all servers. Extensive testing with top players has shown that an offset of 25 provides a balanced experience for everyone.
You must run a modified build of KnockbackSync. The variable can be changed inside of the PlayerData class.
GNU General Public License v3.0 or later
See COPYING to see the full text.