Forward and back damage tilt causes cursor position desync
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
The damage tilt never impeded gameplay like this. From my testing, the forward and back tilting seems to be purely visual for attacking mobs and breaking blocks (even when the tilt moves your cursor off of what you're aiming at, your input will still connect), and thus the desync is only visual. This is what I refer to when I say desync, as what you are aiming at is not what your cursor is over.
I want to stress that I am not suggesting that the tilt should make your inputs miss instead of desyncing, I'm suggesting that they shouldn't move the cursor at all. It's a damage tilt, but only the left/right wobble actually tilts (and thus the left/right wobble is the only one that doesn't cause issues) while the front/back wobble physically moves what you're aiming at.
This new cursor desync created by the forward/back damage tilt makes combat feel nauseating and unresponsive. I'm honestly not 100% sure how to solve this without removing the forward/back damage tilt entirely. However, in its current state I do not think the current behavior is healthy for the game's combat and general game feel. This should be evident by people asking for a toggle at MC-259197.
The best solution to this is to add an option to revert to the old damage tilt behavior, you should not have to completely disable the tilt entirely to not be at a disadvantage due to the visual confusion caused by the cursor movement.
Or alternatively, the forward and back damage tilt should be removed because they impede gameplay unlike the left and right damage tilts, and instances where they would be used are replaced with the sideways tilts.
Linked Issues
Created Issue:
Damage tilt physically moves where the player is looking
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
The damage tilt never impeded gameplay like this. The video recording I made is a way of demonstrating what I'm talking about in an observable way, but it is not the main issue that arrises due to this change. Minecraft 23w04a - Singleplayer 2023-01-24 22-50-19.mp4
PvP has now become extremely nauseating and unresponsive. You will be aiming for a player, but if they hit you first, the damage tilt can make your attack miss. This is extremely problematic and I don't believe this was a intended outcome of the damage tilt fix.
This issue compounded with MC-259410 has made combat feel nauseating and unresponsive.
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
The damage tilt never impeded gameplay like this. The video recording I made is a way of demonstrating what I'm talking about in an observable way, but it is not the main issue that arrises due to this change. Minecraft 23w04a - Singleplayer 2023-01-24 22-50-19.mp4
PvP has now become extremely nauseating and unresponsive. You will be aiming for a player, but if they hit you first, the damage tilt can make your attack miss. This is extremely problematic and I don't believe this was a intended outcome of the damage tilt fix.
This issue compounded with MC-259410 has made combat feel nauseating and unresponsive.
EDIT: To clarify, the left and right damage wobbles are still tilts and thus don't impede aim, however the front and back wobbles move your cursor and cause you to miss attacks.
Damage tilt physically moves where the player is lookingForward and back damage tilt physically moves where the player is looking
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
The damage tilt never impeded gameplay like this. The video recording I made is a way of demonstrating what I'm talking about
in an observable way, but it is not the main issue that arrises due to this change. Minecraft 23w04a - Singleplayer 2023-01-24 22-50-19.mp4PvP has now become extremely nauseating and unresponsive. You will be aiming for a player, but if they hit you first, the damage tilt can make your attack miss. This is extremely problematic and I don't believe this was a intended outcome of the damage tilt fix.
This issue compounded with MC-259410 has made combat feel nauseating and unresponsive.
EDIT: To clarify, the left and right damage wobbles are still tilts and thus don't impede aim, however the front and back wobbles move your cursor and cause you to miss attacks.
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
This causes a player's cursor to miss things they're aiming at, especially apparent in combat. The damage tilt never impeded gameplay like this. The video recording I made is a way of demonstrating what I'm talking about with block breaking, but the issue mainly effects PvP. Minecraft 23w04a - Singleplayer 2023-01-24 22-50-19.mp4
PvP has now become extremely nauseating and unresponsive. You will be aiming for a player, but if they hit you first, the damage tilt can make your attack miss. This is extremely problematic and I don't believe this was a intended outcome of the damage tilt fix.
This issue compounded with MC-259410 has made combat feel nauseating and unresponsive.
EDIT: To clarify, the left and right damage wobbles are still tilts and thus don't impede aim, however the front and back wobbles move your cursor and cause you to miss attacks.
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
This causes a player's cursor to miss things they're aiming at
, especially apparent in combat. The damage tilt never impeded gameplay like this. The video recording I made is a way of demonstrating what I'm talking about with block breaking, but the issue mainly effects PvP.Minecraft 23w04a - Singleplayer 2023-01-24 22-50-19.mp4
PvP has now become extremely nauseating and unresponsive. You will be aiming for a player, but if they hit you first, the damage tilt can make your attack miss. This is extremely problematic and I don't believe this was a intended outcome of the damage tilt fix.This issue compounded with MC-259410 has made combat feel nauseating and unresponsive.
EDIT: To clarify, the left and right damage wobbles are still tilts and thus don't impede aim, however the front and back wobbles move your cursor and cause you to miss attacks.
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
This causes a player's cursor to miss things they're aiming at. The damage tilt never impeded gameplay like this. The video recording I made is a way of demonstrating what I'm talking about with block breaking: Minecraft 23w04a - Singleplayer 2023-01-24 22-50-19.mp4
To clarify, the left and right damage wobbles are still tilts and thus don't impede aim, however the front and back wobbles move your cursor and cause you to miss. The damage tilt's moving of the entire screen and cursor forward and back causes combat to feel clunky as well. From my testing, the forward and back tilting seems to be purely visual
Forward and back damage tiltphysically moves where the player is lookingForward and back damage tilt impedes block breaking
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
This causes a player's cursor to miss things they're aiming at. The damage tilt never impeded gameplay like this. The video recording I made is a way of demonstrating what I'm talking about with block breaking: Minecraft 23w04a - Singleplayer 2023-01-24 22-50-19.mp4
To clarify, the left and right damage wobbles are still tilts and thus don't impede aim, however the front and back wobbles move your cursor and cause you to miss. The damage tilt'smoving of the entire screen and cursor forward and back causes combat to feel clunky as well. From my testing, the forward and back tilting seems to be purely visualThe new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
This causes a player's cursor to miss things they're aiming at. The damage tilt never impeded gameplay like this. The video recording I made is a way of demonstrating what I'm talking about with block breaking: Minecraft 23w04a - Singleplayer 2023-01-24 22-50-19.mp4
From my testing, the forward and back tilting seems to be purely visual for attacking mobs, and will not cause attacks to miss if the tilt moves the cursor off a mob. The issue is for breaking blocks.
However, I want to stress that the new cursor desync created by the forward/back damage tilt makes combat feel nauseating and unresponsive. I'm honestly not 100% sure how to solve this without removing the forward/back damage tilt entirely, but I do not think this is healthy for the game's combat in its current state.
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
This causes a player's cursor to miss things they're aiming at. The damage tilt never impeded gameplay like this. The video recording I made is a way of demonstrating what I'm talking about with block breaking: Minecraft 23w04a - Singleplayer 2023-01-24 22-50-19.mp4
From my testing, the forward and back tilting seems to be purely visual for attacking mobs, and will not cause attacks to miss if the tilt moves the cursor off a mob. The issue is for breaking blocks.
However, I want to stress that the new cursor desync created by the forward/back damage tilt makes combat feel nauseating and unresponsive. I'm honestly not 100% sure how to solve this without removing the forward/back damage tilt entirely
, but I do not think thisis healthy for the game's combatin its current state.The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
This causes a player's cursor to miss things they're aiming at. The damage tilt never impeded gameplay like this. The video recording I made is a way of demonstrating what I'm talking about with block breaking: Minecraft 23w04a - Singleplayer 2023-01-24 22-50-19.mp4
From my testing, the forward and back tilting seems to be purely visual for attacking mobs, and will not cause attacks to miss if the tilt moves the cursor off a mob. The issue is for breaking blocks.
However, I want to stress that the new cursor desync created by the forward/back damage tilt makes combat feel nauseating and unresponsive. I'm honestly not 100% sure how to solve this without removing the forward/back damage tilt entirely. However, in its current state I do not think the current behavior is healthy for the game's combat and general game feel.
Forward and back damage tiltimpedes block breakingForward and back damage tilt causes cursor position desync
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
Th
is causes a player's cursor to miss thingsthey're aiming at. The damage tilt never impeded gameplay like this. The video recording I made isa way of demonstrating what I'm talking about with block breaking:Minecraft 23w04a - Singleplayer 2023-01-24 22-50-19.mp4From my testing, the forward and back tilting seems to be purely visual for attacking mobs, and will not cause attacks to miss if the tilt moves the cursor off a mob. The issue is for breaking blocks.
However, I want to stress that the new cursor desync created by the forward/back damage tilt makes combat feel nauseating and unresponsive. I'm honestly not 100% sure how to solve this without removing the forward/back damage tilt entirely. However, in its current state I do not think the current behavior is healthy for the game's combat and general game feel.
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
The damage tilt never impeded gameplay like this. From my testing, the forward and back tilting seems to be purely visual for attacking mobs and breaking blocks (even when the tilt moves your cursor off of what you're aiming at, your input will still connect), the desync is only visual. This is what I refer to when I say desync, as what you are aiming at is not what your cursor is over. I want to stress that I am not suggesting that the tilt should make your inputs miss instead of desyncing, I'm suggesting that they shouldn't move the cursor at all. It's a damage tilt, but only the left/right wobble actually tilts (and thus the left/right wobble is the only one that doesn't cause issues).
This new cursor desync created by the forward/back damage tilt makes combat feel nauseating and unresponsive. I'm honestly not 100% sure how to solve this without removing the forward/back damage tilt entirely. However, in its current state I do not think the current behavior is healthy for the game's combat and general game feel. This should be evident by people asking for a toggle at MC-259197.
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
The damage tilt never impeded gameplay like this. From my testing, the forward and back tilting seems to be purely visual for attacking mobs and breaking blocks (even when the tilt moves your cursor off of what you're aiming at, your input will still connect), and thus the desync is only visual. This is what I refer to when I say desync, as what you are aiming at is not what your cursor is over. I want to stress that I am not suggesting that the tilt should make your inputs miss instead of desyncing, I'm suggesting that they shouldn't move the cursor at all. It's a damage tilt, but only the left/right wobble actually tilts (and thus the left/right wobble is the only one that doesn't cause issues) while the front/back wobble physically moves what you're aiming at.
This new cursor desync created by the forward/back damage tilt makes combat feel nauseating and unresponsive. I'm honestly not 100% sure how to solve this without removing the forward/back damage tilt entirely. However, in its current state I do not think the current behavior is healthy for the game's combat and general game feel. This should be evident by people asking for a toggle at MC-259197.
relates to
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
The damage tilt never impeded gameplay like this. From my testing, the forward and back tilting seems to be purely visual for attacking mobs and breaking blocks (even when the tilt moves your cursor off of what you're aiming at, your input will still connect), and thus the desync is only visual. This is what I refer to when I say desync, as what you are aiming at is not what your cursor is over. I want to stress that I am not suggesting that the tilt should make your inputs miss instead of desyncing, I'm suggesting that they shouldn't move the cursor at all. It's a damage tilt, but only the left/right wobble actually tilts (and thus the left/right wobble is the only one that doesn't cause issues) while the front/back wobble physically moves what you're aiming at.
This new cursor desync created by the forward/back damage tilt makes combat feel nauseating and unresponsive. I'm honestly not 100% sure how to solve this without removing the forward/back damage tilt entirely. However, in its current state I do not think the current behavior is healthy for the game's combat and general game feel. This should be evident by people asking for a toggle at MC-259197.
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
The damage tilt never impeded gameplay like this. From my testing, the forward and back tilting seems to be purely visual for attacking mobs and breaking blocks (even when the tilt moves your cursor off of what you're aiming at, your input will still connect), and thus the desync is only visual. This is what I refer to when I say desync, as what you are aiming at is not what your cursor is over. I want to stress that I am not suggesting that the tilt should make your inputs miss instead of desyncing, I'm suggesting that they shouldn't move the cursor at all. It's a damage tilt, but only the left/right wobble actually tilts (and thus the left/right wobble is the only one that doesn't cause issues) while the front/back wobble physically moves what you're aiming at.
This new cursor desync created by the forward/back damage tilt makes combat feel nauseating and unresponsive. I'm honestly not 100% sure how to solve this without removing the forward/back damage tilt entirely. However, in its current state I do not think the current behavior is healthy for the game's combat and general game feel. This should be evident by people asking for a toggle at
MC-259197.
"Low" priority practically means it will never be fixed, because there is no way to fix it without reverting the damage tilt fix. Priority just means that Mojang has seen the report. This isn't a bug because the desync doesn't exist, your brain makes you think that there is. It is purely visual and is intentional behavior.
The best solution is to keep it as is as it isn't even a bug. It's intentional behavior and it's been this way since the game was released (and was why it was never changed when damage tilt was fixed in 1.19.4) You can just turn down the damage tilt if you don't want it to move as much. It is supposed to have that desync effect because it literally tilts your screen in the direction you are taking damage.
Making the damage tilt sideways makes no sense as it ruins the point of the damage tilt. Keeping the crosshair in the same place wouldn't work, even though it doesn't actually move, it just looks like it.
It's not a bug, it's a intentional part of the game. This report should be closed as invalid as there is no way to "fix" this without reverting the damage tilt fix entirely.
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
The damage tilt never impeded gameplay like this. From my testing, the forward and back tilting seems to be purely visual for attacking mobs and breaking blocks (even when the tilt moves your cursor off of what you're aiming at, your input will still connect), and thus the desync is only visual. This is what I refer to when I say desync, as what you are aiming at is not what your cursor is over. I want to stress that I am not
suggesting that the tilt should make your inputs miss instead of desyncing, I'm suggesting that they shouldn't move the cursor at all. It's a damage tilt, but only the left/right wobble actually tilts (and thus the left/right wobble is the only one that doesn't cause issues) while the front/back wobble physically moves what you're aiming at.This new cursor desync created by the forward/back damage tilt makes combat feel nauseating and unresponsive. I'm honestly not 100% sure how to solve this without removing the forward/back damage tilt entirely. However, in its current state I do not think the current behavior is healthy for the game's combat and general game feel. This should be evident by people asking for a toggle at
MC-259197.The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
The damage tilt never impeded gameplay like this. From my testing, the forward and back tilting seems to be purely visual for attacking mobs and breaking blocks (even when the tilt moves your cursor off of what you're aiming at, your input will still connect), and thus the desync is only visual. This is what I refer to when I say desync, as what you are aiming at is not what your cursor is over.
I want to stress that I am not suggesting that the tilt should make your inputs miss instead of desyncing, I'm suggesting that they shouldn't move the cursor at all. It's a damage tilt, but only the left/right wobble actually tilts (and thus the left/right wobble is the only one that doesn't cause issues) while the front/back wobble physically moves what you're aiming at.
This new cursor desync created by the forward/back damage tilt makes combat feel nauseating and unresponsive. I'm honestly not 100% sure how to solve this without removing the forward/back damage tilt entirely. However, in its current state I do not think the current behavior is healthy for the game's combat and general game feel. This should be evident by people asking for a toggle at
MC-259197.The best solution to this is to add an option to revert to the old damage tilt behavior, you should not have to completely disable the tilt entirely to not be at a disadvantage.
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
The damage tilt never impeded gameplay like this. From my testing, the forward and back tilting seems to be purely visual for attacking mobs and breaking blocks (even when the tilt moves your cursor off of what you're aiming at, your input will still connect), and thus the desync is only visual. This is what I refer to when I say desync, as what you are aiming at is not what your cursor is over.
I want to stress that I am not suggesting that the tilt should make your inputs miss instead of desyncing, I'm suggesting that they shouldn't move the cursor at all. It's a damage tilt, but only the left/right wobble actually tilts (and thus the left/right wobble is the only one that doesn't cause issues) while the front/back wobble physically moves what you're aiming at.
This new cursor desync created by the forward/back damage tilt makes combat feel nauseating and unresponsive. I'm honestly not 100% sure how to solve this without removing the forward/back damage tilt entirely. However, in its current state I do not think the current behavior is healthy for the game's combat and general game feel. This should be evident by people asking for a toggle at
MC-259197.The best solution to this is to add an option to revert to the old damage tilt behavior, you should not have to completely disable the tilt entirely to not be at a disadvantage.
Or alternatively, the forward and back damage tilt should be removed because they impede gameplay unlike the left and right damage tiles.
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
The damage tilt never impeded gameplay like this. From my testing, the forward and back tilting seems to be purely visual for attacking mobs and breaking blocks (even when the tilt moves your cursor off of what you're aiming at, your input will still connect), and thus the desync is only visual. This is what I refer to when I say desync, as what you are aiming at is not what your cursor is over.
I want to stress that I am not suggesting that the tilt should make your inputs miss instead of desyncing, I'm suggesting that they shouldn't move the cursor at all. It's a damage tilt, but only the left/right wobble actually tilts (and thus the left/right wobble is the only one that doesn't cause issues) while the front/back wobble physically moves what you're aiming at.
This new cursor desync created by the forward/back damage tilt makes combat feel nauseating and unresponsive. I'm honestly not 100% sure how to solve this without removing the forward/back damage tilt entirely. However, in its current state I do not think the current behavior is healthy for the game's combat and general game feel. This should be evident by people asking for a toggle at
MC-259197.The best solution to this is to add an option to revert to the old damage tilt behavior, you should not have to completely disable the tilt entirely to not be at a disadvantage.
Or alternatively, the forward and back damage tilt should be removed because they impede gameplay unlike the left and right damage til
es.The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
The damage tilt never impeded gameplay like this. From my testing, the forward and back tilting seems to be purely visual for attacking mobs and breaking blocks (even when the tilt moves your cursor off of what you're aiming at, your input will still connect), and thus the desync is only visual. This is what I refer to when I say desync, as what you are aiming at is not what your cursor is over.
I want to stress that I am not suggesting that the tilt should make your inputs miss instead of desyncing, I'm suggesting that they shouldn't move the cursor at all. It's a damage tilt, but only the left/right wobble actually tilts (and thus the left/right wobble is the only one that doesn't cause issues) while the front/back wobble physically moves what you're aiming at.
This new cursor desync created by the forward/back damage tilt makes combat feel nauseating and unresponsive. I'm honestly not 100% sure how to solve this without removing the forward/back damage tilt entirely. However, in its current state I do not think the current behavior is healthy for the game's combat and general game feel. This should be evident by people asking for a toggle at
MC-259197.The best solution to this is to add an option to revert to the old damage tilt behavior, you should not have to completely disable the tilt entirely to not be at a disadvantage.
Or alternatively, the forward and back damage tilt should be removed because they impede gameplay unlike the left and right damage tilts, and instances where they would be used are replaced with the sideways tilts.
The new damage tilt physically moves where the player's cursor is looking, rather than just tilting the screen in a direction depending on incoming damage.
The damage tilt never impeded gameplay like this. From my testing, the forward and back tilting seems to be purely visual for attacking mobs and breaking blocks (even when the tilt moves your cursor off of what you're aiming at, your input will still connect), and thus the desync is only visual. This is what I refer to when I say desync, as what you are aiming at is not what your cursor is over.
I want to stress that I am not suggesting that the tilt should make your inputs miss instead of desyncing, I'm suggesting that they shouldn't move the cursor at all. It's a damage tilt, but only the left/right wobble actually tilts (and thus the left/right wobble is the only one that doesn't cause issues) while the front/back wobble physically moves what you're aiming at.
This new cursor desync created by the forward/back damage tilt makes combat feel nauseating and unresponsive. I'm honestly not 100% sure how to solve this without removing the forward/back damage tilt entirely. However, in its current state I do not think the current behavior is healthy for the game's combat and general game feel. This should be evident by people asking for a toggle at
MC-259197.The best solution to this is to add an option to revert to the old damage tilt behavior, you should not have to completely disable the tilt entirely to not be at a disadvantage due to the visual confusion caused by the cursor movement.
Or alternatively, the forward and back damage tilt should be removed because they impede gameplay unlike the left and right damage tilts, and instances where they would be used are replaced with the sideways tilts.
It absolutely is, you're asking for the addition of a new setting, and claim it is for accessibility (when it is not, accessibility issues are about things that can cause motion sickness not being togglable, or things that may result in epeleptic attacks; not "It was better before"). The accessibility issue with the feature has been adressed via the new slider controlling severity of the screen shake.
For the cursor position not being accurate during front or back tilt, go to MC-259414.
Furthermore, don't intentionally create duplicates, you're only causing clutter that way, and may only lead to deactivation of your mojira account, as it is disruptive.
This is akin to issue MC-259414, but pertains to view bobbing instead of damage tilt. When view bobbing is enabled, your camera moves, yet it doesn't affect your aiming direction, allowing you to target a block that your crosshair isn't directly positioned over. This behavior mirrors what's observed in MC-157877. To replicate, execute the following commands:
/fill ~ ~-1 ~ ~20 ~-1 ~ stone /execute align xyz run tp @s ~ ~ ~ -90 ~
Then traverse the bridge, and you'll notice how you're aiming at blocks even when your crosshair isn't directly over them.
The aiming position remains unaffected by camera animations when initiating actions such as sneaking, swimming, gliding with an elytra, or using riptide. Consequently, before the animation concludes, the aiming position corresponds as if the animation has already finished. This issue is related to MC-189619 and MC-148088. It also relates to MC-268996 and MC-259414.
It'd be impossible to make view bobbing affect cursor aiming without breaking the behavior when not using view bobbing. This would also be a terrible change for those who want to use view bobbing but do not want their attacks to miss because of it.
The difference between this and MC-259414 is that MC-259414 concerns an issue that could be circumvented by simply reworking the mechanics of the forward/back damage tilts to not physically move the camera (ie: actually making them tilts like the sideways ones). It's not possible to make this fix for view bobbing.
The video shows the effect of knockback too, I tested against a wall (and with netherite armor for knockback resistence) and it was only visual as seen on this video : Minecraft 23w04a - Singleplayer MC-259414.mp4
Thank you for the clarification. I still think the desync is terrible, so I will rewrite this issue to focus on this.
i can confirm this issue
I wouldn't really consider this a bug as there is no real way to fix it without reverting the damage tilt fix entirely. Plus, there's a slider to turn it down, so it's not really an issue.
It can easily be fixed by just keeping the crosshair to where you actually hit, which would visually move the crosshair a bit across the screen.
Dhranios that's arguably even worse. This issue can be easily fixed by simply replacing the forward/back damage tilt with the sideways tilts. The more you are hit from a certain side would be the one that takes priority. Currently you HAVE to turn off the damage tilt entirely to avoid this issue, especially for high level PvP where it completely disrupts the experience and puts players who play with the tilt on at a disadvantage.
And that would be reverting the fix people asked for for years, going against the design choices made.
What I suggested is not a reversion, the damage source would still be effecting the tilt which it didn't do before the fix. This change would merely fix it disrupting gameplay due to it literally not being a damage tilt for forward/back.
This has already been triaged by Mojang (as per the assigned priority), meaning they are looking into this, and it is not going to get closed as "not a bug" except on rare occasions things get deemed too feature-request-y, which a desync between visual and behavioral aspect of the game is not.
That's not at all what low priority means; low priority just means that mojang doesn't regard this as a high-impact issue and as such not too important to fix right away. Plenty of low priority reports have gotten fixed.
Mojang sees reports all the time without assigning priority.
I never said it was a client-server desync; I specifically said visual-behavior desync, which absolutely does exit, the position of the cursor is not where you are targetting during the damage tilt. The tilt is intentional, that doesn't mean this visual-behavioral desync is.
I've worked with MoJIRA for years, even having been part of the moderation team, I know how these things go/work. You're just dead wrong with everything you just said.
Further discussion should be moved away from this site and to r/mojira or the mojira discord, as this is not the comment section's purpose and just cluttering the activity feed.
Fair, but the only way you could possibly fix it is by making the crosshair actually move whenever the damage tilt is active, practically making you miss and giving a huge disadvantage to players who have the damage tilt slider to the max. Plus it would look ugly and not be helpful or pleasing for players.
The damage tilt is supposed to tilt AWAY from where you are looking (to the direction you were hit), so obviously it wouldn't be where your cursor would be during the animation. The only reason this wasn't an issue before 1.19.4 was because the tilt was only affecting the X position.
I'm not saying that just because it is low priority that it would never be fixed, I'm just thinking it doesn't make sense to "fix" it when there is really no issue here. The only possible solution is what I mentioned, or by reverting the damage tilt fix entirely, thus making this impossible to even fix.
TL;DR: There is no way to "fix" it, so just turn the slider down to your liking.
Addressing this issue would exacerbate the inconvenience of damage tilt, and the current behavior aligns with the consistency observed in view bobbing. Refer to MC-268996 for further insight.
@oowooglac reread my bug report again, I made sure to state that my proposed fix is NOT making the tilt make you miss, but instead to make the tilt not change the position of your cursor at all. It's supposed to be a TILT, the forward and back ones are not tilts.
Currently, the tilt doesn't affect the cursor position where you're aiming at all. The summary proposes changing this behavior, which could be frustrating.
No, the report is not suggesting that. By it changing the position I'm obviously refering to the visual, if you actually read the initial report you'd know that.