-
Bug
-
Resolution: Won't Fix
-
None
-
1.20.3 Pre-Release 2, 1.20.3 Pre-Release 3
-
None
-
Confirmed
-
Networking, Player Animation
The animation for charging certain items (such as the trident, crossbow, and bow) do not properly reflect how long it actually takes to charge/use that item at high tick rates
Steps to Reproduce:
- Tick sprint the game to run it as quick as possible
/tick sprint 1d
- Charge a crossbow, bow, or trident for as short as possible, and fire it.
Observed Results:
As expected, the item will be usable very quickly due to the high tick rate, but the charge animation will not properly reflect how powerful the usage is. Instead, the item will have a full power usage with only a brief charge time.
Expected Results:
The animation would properly reflect how powerful the usage of the item actually is.
Screenshots/Videos:
Notes:
- The charge time animations for all the listed items behave as expected when using a tick rate which is lower than 20 (They are animated slower, and properly reflect the charge time and power of the usage)
- The crossbow is a special case with this issue, and could be considered a change request considering the animation reflects how long it takes to load an arrow rather than how long it takes to fire.
- The resolution of this issue could go one of two ways. Either the item charge animation would need to varry depending on how quick the game is running above 20 ticks, or the item should be used the same as at a tick rate of 20.