>>324923480

Continuing thoughts on melee systems: networked physics are tricky. It’s best if players don’t need perfect accuracy to block incoming enemy strikes, because this can’t be satisfyingly simulated in real-time with network lag (just talking PvE here). At the same time, it seems immersion-breaking if enemy strikes rebound off empty air, like how shield blocking works in In Death (block area is way larger than the shield itself, something like an entire hemisphere around the player IIRC)