

The client is continuously interpolating between its optimistically assumed position - it figures anywhere it asks to go is valid - versus what the server is telling it. We don’t even take action inputs from clients, we take the intent of action (the “I pressed a button” example).Įven movement is server based, and you might have seen the effects of this - your client can predict where it might go, and sends that prediction to the server, but the server actually moves the character (or not, depending on how collision/movement surface rules work out) and sends back “ok, you’re here at X” to the client. And generally there are savings present in non combat, non physically interactive areas elsewhere.īut in combat (and almost all situations), you are creating control inputs to a character that is fully simulated on the server. Ok, so let me slightly qualify - there are areas of the world we don’t care about precision in simulation very much, like your house.

I believe you are sincere in your understanding that this doesn’t happen…but it actually does. Thanks all, and I hope this clears some things up.įrom one software developer to another, hi! On a side note my personal favorite bug is the regenerating perk ceasing to work when your food buff expires, because they set your regen to 0, instead of checking your other buffs/gear to correctly reduce it, seriously, get someone on that, it should be a 15 minute fix tops. It is not as bad as some of the playerbase make it out to be, it does not require an entire restructure of the game - nor is it as good as the official announcement paints it. This takes time to develop, while I believe there are a lot of inexcusable bugs in new world, there is difficulty in preempting every action that needs to be verified by a less resource intensive script server side. The difference between new world and say, wow or ffxiv, is simply the rigidity of the sanity checks performed by the server, there were days of speed hacks, flying, noclip model swaps and all of this jazz in even those monsters of a game. The little bit of information that a lot of people are overlooking, is that no mmo, not even wow does that every single one out there offloads work to the clients, and is to an extent, what you’re referring to as “client side authoritative”. So what’s the solution? the server needs the clients to perform their own calculations, I don’t believe for a second amazon actively simulates every action on their server, and you shouldn’t either. No financially viable server can run thousands of those clients to actively simulate everybody playing the game. So they’ve made a post explaining that things are verified server side, however I have some issues with the post, and would like to elaborate a bit for those less technically inclined.Īs we all know, an mmo has to send data between the server, and thousands of clients.
