Tree of Savior Forum

Technical Observation of the Game

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.

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Seems like sherlock is on this case. Good job detective

Maybe they were paranoid that the data that they will receive might be easily fabricated if it was processed on the client side and they’ll have a hard time determining whether it is cheat or not. Who knows? XD

Then again, that example of yours on Path of Exile is quite ingenious. They sure did a nice job if it was handled that way.

FFXIV:ARR has the same thing, as does Diablo 3 (altho technically its not an MMO). From a player pov all it brings is more noticable delays and issues that can be avoided, but I guess from the company pov’s it allows them to keep the data/game more ‘‘secure’’