3 ms·
Online multiplayer games are more likely have proper timers for all the ability cooldowns if anything to allow game designers to finetune the balance between va
by Karliss 3y ago
Online multiplayer games are more likely have proper timers for all the ability cooldowns if anything to allow game designers to finetune the balance between various abilities. Otherwise they would be very quickly exploited by autoclickers (software and hardware). Although stuff like "rapid fire"/turbo buttons for console controllers with "100% UNDETECTABLE" in the marketing materials are very much a thing, so there are probably plenty of exceptions.
As for single player games there are barely any reasons for game developers to have improved in this regard over the years. "OnKeyDown" is still a standard API in many input libraries and the simplest thing to do is to have this mistake. Unless it's an ability with multiple second cooldown where the mistake would be obvious. And that's not unique to small games made by beginners or indie devs, AAA games have the same problems. Just few years ago DOOM Eternal had an exploit where mapping jump to a scrollwheel (even better if you have freely spinning scrolwheel), in combination with a few other quirks allowed you to do game breaking jumps skipping large parts of levels by quickly doing a bunch of them in a row and accumulating speed before game noticed that you are above ground and shouldn't be able to jump again. It was somewhat hot topic between speed runners of that game.