Re: Weapon delay myths.
Why would you want to do a system call to EVERY SINGLE FREAKING THING that's being done in game? Do you realize what the hell you're doing to that server? Not to mention, the poor routers getting cock-blocked with requests of all kinds.
I do some progamming every now and then relating to server-client relationships (Web programming) as well as having many friends within that kind of line of work (One of them programs routines into plant robots at Intel) Let me tell you one thing, with advent of new ways to handle client-side requests incoming to the server over a medium like the internet, e.g., AJAX, the main focus is to keep from loading the server and having to process calls to it and then WAITING for it and they do this by having the clients handle some of this load but still maintain the illusion of real-time "second-by-second" updates.
S-E had attempted to do this with this game over 6 years ago through their development. However, they did not foresee (who could have?) just how much of a problem that their version of this system could cause. Their servers and routers are all capped to do minimal work (Why do you think our patch downloads are capped?) in order to appease the masses as it would. Why are you thinking that they don't do this with server-side requests? They do and are doing so by moving the bulk of processing to the client side.
So, how does the client side handle these requests then? What is the one thing everyone has that can be relied upon? Everything ties back to either internal clocks or a ponit of reference, like FPS, for programmers to depend on.
Whether or not SE actually uses a lame point of reference like video refresh rate or they use a complicated routine to determine the time off CPUs is for another discussion. One thing for sure, there's been plenty of evidence that client side "activities" have been able to run their course independant of the server and many hacks and cheats exists because of them.
Originally posted by IfritnoItazura
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I do some progamming every now and then relating to server-client relationships (Web programming) as well as having many friends within that kind of line of work (One of them programs routines into plant robots at Intel) Let me tell you one thing, with advent of new ways to handle client-side requests incoming to the server over a medium like the internet, e.g., AJAX, the main focus is to keep from loading the server and having to process calls to it and then WAITING for it and they do this by having the clients handle some of this load but still maintain the illusion of real-time "second-by-second" updates.
S-E had attempted to do this with this game over 6 years ago through their development. However, they did not foresee (who could have?) just how much of a problem that their version of this system could cause. Their servers and routers are all capped to do minimal work (Why do you think our patch downloads are capped?) in order to appease the masses as it would. Why are you thinking that they don't do this with server-side requests? They do and are doing so by moving the bulk of processing to the client side.
So, how does the client side handle these requests then? What is the one thing everyone has that can be relied upon? Everything ties back to either internal clocks or a ponit of reference, like FPS, for programmers to depend on.
Whether or not SE actually uses a lame point of reference like video refresh rate or they use a complicated routine to determine the time off CPUs is for another discussion. One thing for sure, there's been plenty of evidence that client side "activities" have been able to run their course independant of the server and many hacks and cheats exists because of them.
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