SnuggleSnail wrote:how it works (retarded) with 500 latency:
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000MS Rclick object
250MS server acknowledges flower menu is open
250MS server sends FM options back to the client
500MS client receives flower menu option > assume client choose option instantly for simplicity
750MS server receives flower menu choice, acknowledges flower menu is still open
750MS perform action
^ This is unironically the reason there was not a single high latency fighter "good" enough to fight on grassland prior to widget predict being wide spread. During W10 w/o widget predict I'd be stunned just from drinking more than 50% of the time on grassland.
Well that explains why this game becomes basically unplayable when my garbage internet connection shits itself every few hours. No reason for the flower menu option processing code to be server side - the server's job should just be to verify the option picked is a valid one and not a cheat packet like "empty someone else's waterskins" or "turn this item into a Q-1million B12".