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Movement prediction and consistency


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The current movement prediction system is flawed whether it is on or off:

1. With movement prediction ON: the character moves ahead of time. When fighting, if it is moving away from a target, the distance between the character and the target is not as long as what appears on the screen. The character can get hit although there appears to be a large gap between them.

2. With movement prediction OFF: the character moves with a "forward momentum." In other words, it does not stop where I want it to stop and just runs over.

 

Such lag momentum really bothers me. One good thing about MP:ON is that my character never runs over.

 

So, can we not have both? Maybe a circle can be drawn on the screen, showing the location of the character as if MP=true. In the meantime, the actual character moves in a fashion that as if MP=false. This circle also indicates the desired and likely final destination (predicted) if the movement is suddenly cancelled.

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