Results 1 to 10 of 22

Hybrid View

  1. #1
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,998
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    Perfect reason why some of this should be client side. If they were, then there wouldn't be this inventory space issue. Everything doesn't have to be server side.
    Inventory absolutely has to be handled server side, unless you want people easily cheating their way to ungodly amounts of gear and riches.

    This thread is making me think a number of you really do not know how data management works :/
    (7)

  2. #2
    Player
    Catwho's Avatar
    Join Date
    Oct 2012
    Location
    Gridania
    Posts
    2,865
    Character
    Katarh Mest
    World
    Lamia
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Fynlar View Post
    Inventory absolutely has to be handled server side, unless you want people easily cheating their way to ungodly amounts of gear and riches.

    This thread is making me think a number of you really do not know how data management works :/
    I've come to that conclusion every time I've argued with anyone regarding item storage, glamours, or housing.
    (2)

  3. #3
    Player
    JakAlendi's Avatar
    Join Date
    Jul 2015
    Posts
    22
    Character
    Jak Alendi
    World
    Exodus
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Fynlar View Post
    Inventory absolutely has to be handled server side, unless you want people easily cheating their way to ungodly amounts of gear and riches.

    This thread is making me think a number of you really do not know how data management works :/
    The inventory has to be server side, but I can't see why the full inventory data should need to be synced between client and server constantly. Server should push updates to item status to the client as needed (durability, new item acquired). Client side actions that affect inventory state (equipping an item, applying a dye, discarding an item, desynth) should be handled on a per-transaction basis (item with GUID <x> equipped in mainhand, item with GUID <y> placed in inventory slot 7).
    (4)