I’m a web programmer but an aspiring Game dev noob.
There’s this aspect of games called network programming where you take latency into heavy consideration.
Correct me if I’m wrong, but is TOS performing majority of the computation server side?
I noticed rubber banding, delayed “loot” drops/gains, delayed quest/npc interaction.
I came to this assumption because, it’s quite observable due to the heavy influx of players.
Path of Exile had great success when they implemented “lock step”. Where a lot of queueing and predictive programming takes place.
Also a lot of server side processing was moved to client side which greatly improved user experience.
Data sent by client to server we’re already processed that the only thing the server needs to do is to check if it’s valid and if it’s not a cheat, instead of doing all the computations on the server.
But like I said, I’m an aspiring noob in game dev.
But I do have an idea, as a web programmer on how overloaded a server can get, due to inefficient implementation of data processing.
