If the game is running at a high enough tick rate, the player's speed while flying will be miscalculated causing kinetic energy damage to be applied in incorrect situations.
Steps to Reproduce:
Tick sprint the game
/tick sprint 3d
Stand on a 3-block pillar, equip Elytra, and switch to Survival Mode if not already in Survival Mode
Fly into a wall which is close enough to not cause damage normally
[media]
Observed Results:
Despite not traveling far or fast enough to cause kinetic energy damage normally, the player will take lots of damage in quick succession, and often times die.
Expected Results:
The player would not take any damage since they are not traveling fast enough to cause kinetic energy damage like in a normal tick rate of 20.
Screenshots/Videos:
[media]Notes:
The expected results can be backed up by the changelog for the /tick rate command, which states that a higher tick rate preserves normal player movement:
. . . whilesetting a higher tick rate will cause the players to be simulated at the default rate of 20 ticks per second to maintainthe expected responsiveness of the game . . .
Considering the game is handling the player's movement/speed differently compared to a normal tick rate of 20, this is unusual behavior.
Attachments
Comments 0
No comments.