Quote Originally Posted by Greatguardian View Post
There is definitely a final check server-side, though, as when you R0 you can change your equipment but your model won't actually blink out. It's my impression that actual item stats are stored server-side, so while the client may be able to tell the server what items you're wearing and what action you're taking, the client won't know what any of those items do until the server processes that information.

Eg: Rather than sending a packet to the server saying "Hey, change my gear to x/x/x/x/x/x/x", and then sending a packet to the server saying "Oh hey, also make me use Chakra", I think it's more likely that the client sends a packet to the server saying "Hey, Greatguardian just used Chakra while wearing x/x/x/x/x/x" followed by "Hey, Greatguardian just attacked the monster while wearing y/y/y/y/y/y/y"
The way I would have implemented it (and the way I'm implementing it), is that the client only transmits actions, not the current status of the character (since the server has the priority information anyway). That would save on lots of information having to be sent. It wouldn't take much longer to send that information, but it would create a much higher network load, especially for the server. Gear-information isn't that massive, but if everyone would send it virtually permanently, it would accumulate to quite a lot.

Wouldn't your system imply that the server could "revert" changes, if they don't coincide? I don't remember ever "seeing" that taking place, although it wouldn't have to be a visible (or noticeable) process.

How exactly do you mean that gear changes work during R0? I thought you meant the model blinking, but if that's not it, what else? Or you mean that it won't give you an error during a job change?