Let a well-timed block count for players on slow connections, within limits
A block that needs perfect timing is hard enough on a good connection, and nearly impossible when the player sees every attack late and the answer reaches the server later still. This entry shows how to give the delay back to the player without making blocking free.
Why this works
Lag delays the answer, not the player's skill, so the extra time belongs only at the end, where late presses land. Giving more early time would reward guessing, and an unlimited bonus would turn a weak connection into a shield.
When not to use it
Do not use it in a duel game where timing is the whole contest, or where fighters compare exact reactions. Everyone should then be matched by connection quality, or the fight should run on the player's own screen.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 13 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Let a well-timed block count for players on slow connections, within limits" (read_entry parry-window-widens-with-ping-but-capped) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP