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Weapon delay myths.

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  • #31
    Re: Weapon delay myths.

    Originally posted by IfritnoItazura View Post
    I give up. Feba wins. EVERYTHING is frame rate based.

    After all, when programmers write routines, they wouldn't do a system call to calculate elapses time. Heck, maybe no such system calls exist. Instead, the code monkies sync everything to frames. Opps. Excuse me; I mean "frame rate", not "frames." EVERYTHING--spell, movement, ability, weapon delay--yes WEAPON DELAYS--despite observational evidence to the contrary!--are based on how fast things are displayed on the client.

    Hopefully, Feba knows what a "frame" is when he make these kinds of statements about "rates".

    Done with this (off) topic now; sorry about the large amount screen space I took.
    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.

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    • #32
      Re: Weapon delay myths.

      I believe that the reason movement in online games, FFXI or most of the First Person Shooter games, are client based is to give the impression of a 0-lag environment.
      The characters would be hard to move if they had a 0.5s response time.
      When you press left, the character on screen would move immediately, but the image on the server wouldn't be updated until a few hundreds of milliseconds later. The downside of doing the movement client-side is being vulnerable to speedhacks or telehacks.
      Other actions, such as using job abilities, auto-attack, casting spells, seem to be done on the server side.
      The auto-attack is obvious if you are a melee chasing a kited mob. On your screen, you may be within melee range of the kited mob but your character won't swing because the image on the server is a little behind and, therefore, outside the melee range.

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      • #33
        Re: Weapon delay myths.

        Please don't tell me you bumped this thread just to tell us what everyone already knew.

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        • #34
          Re: Weapon delay myths.

          Originally posted by Feba View Post
          Please don't tell me you bumped this thread just to tell us what everyone already knew.
          No, the point of my post was to say that attack delay is calculated on the server side, not on the client side like your posts suggest.
          Anyway, this thread was in the first page, among the most recent threads, when I posted.

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