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?


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