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  1. #11
    Player
    Astarica's Avatar
    Join Date
    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    In terms of network, information regarding yourself is always in the present. Information regarding other players can be in the past but that's okay since people usually care the most about themselves. For example if you look at the lag thread, you'd find logs like:
    1. Player use potion and heal 100 HP
    2. Player took 80 damage
    3. Player died.

    This is because the information from #1 didn't relay to server yet. But, this only happens in FF14. I've never heard of any other MMORPG where the above scenario is possible, and this has to be because the client wins on information regarding yourself. Otherwise, just due to the fact the it takes nonzero time for information to travel to server, there has to be a case where to the server you ought to be dead even though the client just did something to prolong his lifespan. That is, in other MMORPG, the server sends the 'you took 80 damage' message, and client says, 'but I actually got 100 more HP that you don't know about', and the server trusts the client and says okay, and you live. In FF14, there is no second part, so you just die, and the reason why there isn't the second part is because the client is not trusted for anything. Despite the fact you can point to your exact log at where you got your extra 100 HP, the server doesn't care. And this is a really backwards way to do networking. You should trust the client because it is closer to the source, and if someone hacked the client, it's not exactly hard to do even a simple analysis on the client and note that there seems to be an unlimited amount of HP coming from nowhere and then flag that.
    (3)
    Last edited by Astarica; 11-12-2013 at 07:31 AM.