I mean it took COVID and monumental amounts of yelling to get rollback netcode half standardized in fighting games because delay netcode works fine between local matches in Japan. And even now a lot of implementations are lackluster still, automatically applying 2-4 frames of delay on top of the rollback instead of letting the player set the delay themselves.
So yeah, if you want anything done, expect to yell a lot for a decade at minimum. COVID only worked on FGs because it affected the IRL scene and pushed everyone to play from their homes where we demanded a better experience. 14 is already played exclusively online at home.
Also a lot of delay netcode implementations had the same bad priorities. Presentation over gameplay. Making sure background animations are synced between clients. Who cares?! Sync my inputs, Jesus H. Christ.
That seems to be why we got rollback finally but with forced delay anyways. The screen teleporting back on a bad connection really hurts the feelings of someone I guess. As a player, I'd rather have that than feeling like I'm underwater.
While MMORPGs are supposed to keep everything server side when possible, I just wish it would queue our inputs even if the connection drops, regardless of the animation issue. Maybe that queue means someone can inject their rotation instead of doing it but man I do not care that much when I know people will always be cheating or using tools in some way I can't see or know about. It's not like I can tell who is and isn't removing the animation lock from my end. All I see is someone doing a rotation and all I expect is for them to do it.
The existence of current tools that fix the animation issues should be enough of a reason to apply the same fix in the game.
*Old man yells at square clouds*