@Nyyppa: You’re correct. Every client-sided information is a possible path for cheating, although that’s how mob collision works right now (your client tells the server “I hit the X mob with Y skill” and the server calculates the damage.
@chronosanct: A “hand-implemented” packet confirmation for UDP pretty much makes it become one of the various other protocols mentioned in that paper, according to implementation. Most of them are based on UDP (as all network traffic supported by our infrastructure is either TCP or UDP nowadays).
(Also, the HD Graphics 530 can deliver over 50fps on Bioshock Infinite @1080p on High settings; it’s a pretty solid GPU)
For documentation, my testing was done from Brazil, with a ping of about 230ms.
@Staff_Julie: Thanks for listening! Good to know that our voice is being heard. I hope to see fruits from this!
@miguelc0611: I don’t think that the issue is server-sided. They use AWS, the server should be set up with more than enough processing power for any MMORPG.
@Minto: Care to provide some numbers? Our testing didn’t involve multiple resolutions, but we pretty much showed that processing power isn’t the issue with the FPS drops. Maybe reducing the resolution also reduces your field of vision (which is a bad move), decreasing the number of player objects? I’m not online to test this myself right now.
@herbafina: Yes. Ping should directly affect framerate, as you’ll spend less time waiting for TCP confirmation… assuming the server isn’t taking long to deliver this confirmation due to a high CPU load on the server.