Nightdawg wrote:MagicManICT wrote:Any reason this is in C&I rather than Bugs?
Cause the reason for which this method is used is unknown to the rest of us. It's not a bug since it literally needs extra rows of code to be implemented like this, rather than just being client-sided.
I'm out of my area of expertise on programming here, but it really looks like an issue with prioritization of events on the server. That would be a bug.
Nightdawg wrote:Sevenless wrote:Flower menus work like this too, I think it's just a general design choice that flowed into thing.
They're also so bad, it's double checking for some unknown reason too. I wish we knew the reason
Some data redundancy and verification in MMOs is to be expected, just like in any other client-server relationship. This is to cut down on hacking and crashing the server. Even in peer-to-peer networking relationships, there is going to be some of this just to cut down on attempts at cheating. How much lag it can cause is another thing that is out of my area of knowledge.
FWIW: MMOs use a client server model for communication and data visibility for a reason. Most of that is centered around server stability and data integrity. Other reasons include preventing hacks and other forms of cheating. It's a pretty extensive subject on when to use client-server or P2P and how to manage data and input on either.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.