Duration checks rather than one inaccurate check wouldn't generate lag.You can't have the server wait for the client to send position update to determine whether something hits you or not. Doing this means even more lag. Currently the server decides your fate without waiting for the client and sends the result back, and we already see some pretty incredible lag. Now add another up to 0.3s (time it takes server to finally get your position) and imagine what happens? Yes, it'd usually be in favor of players if the server waited up to another 0.3s to make its decision, but that'd still be horrendous lag. There is absolutely no way around the lag if you don't trust the client to make the decision. This is why the client makes the decision in every other MMORPG.
Huh? There's nothing you can do that'd allow you to have accurate information without violating casuality. Let's have this hypothetical timeline:
Time 0.0s - Client sends update, player is in AE.
Time 0.01s - Server receives update from client at 0.0s. During this time, player has now moved out of AE.
Time 0.3s - Client sends update, player is out of AE
How can the server possibly know the accurate player information when it's not scheduled to receive the accurate information 0.29s later? Right now, the server doesn't wait and just sends back 'you didn't dodge that' to the client. If the server waited, it would be able to make a better decision, but you'd have even more lag, and that's not acceptable either. In this case, the server would have to wait for an extra 0.29s compared to what it already does now. While this will generally end up being favorable to players, this means if you really do fail to dodge the AE now you can go REALLY far before you get any update.
The way to solve / combat this is when in doubt the client wins in this case.
However everything is server side controlled here which causes these delays in periodic updates. I get the reasoning behind the majority of it as you can 'protect' the data although they have done a piss poor job at accomplishing that so I would suspect this is not an intentional design but just a poor one. Collision detection in online gaming is not that difficult to accomplish there are some great articles linked around explaining this in some simple an technical aspects.
The way to solve / combat this is when in doubt the client wins in this case.
However everything is server side controlled here which causes these delays in periodic updates. I get the reasoning behind the majority of it as you can 'protect' the data although they have done a piss poor job at accomplishing that so I would suspect this is not an intentional design but just a poor one. Collision detection in online gaming is not that difficult to accomplish there are some great articles linked around explaining this in some simple an technical aspects.
That's how I often considered SE's management, and subsequently their products. It seems that more often that not, they just overthink and overdo things. I'm sure they mean well, but they lack that knack for graceful simplicity, efficiency, sleek-sobriety. Their product are often pretty yet sorely lacking in elegance.
This shows a lot in many of SE's realisations.
• User interfaces: messy, lacking sobriety, organisation, even logic —just look at how they put graphical settings all over the place in ARR… There are so many menus, sub-menus, sub-sub-menus in this game… not even mentioning the amount of clicks and confirmations… It's a bit of a Nintendo nemesis, an "anti-Apple" way of doing things. It's like they live in a world dominated by a Dark Google set to do evil, where searches take 10 seconds, and the three-click rule is a minimum threshold.
• Web design: definitely not 2013-proof, it looks dated, clumsy and unintuitive (granted, LodeStone v2 is a bit better). Still, how many different, parallel, pointless ways to manage our user accounts and subscriptions/codes? From PlayOnline to the MogStation passing by SE accounts, it's always been a disorganised mess. One wonders if they don't actually make things obfuscated on purpose, because it would be hard to make it any less intuitive. Even this forum… clicking on "Settings" to see subscribed threads? Really?! haha. GW2's forums are an artistic masterpiece compared to this.
• Customer support: that's probably the worse, bouncing you from point A to point B to point C, back to point A, hours later nothing is done and you're none the wiser… If one thing, that's where they should really copy Blizzard, who set the golden standard of this industry some 10 years ago…
• Even the way CM's explain things to us… their western teams are admittedly better when they speak for themselves, but when it's a translation from the Japanese CM/devs… oh dear. It's convoluted, rarely to the point, it just never seems "easy" for them to simply expose a problem, let alone its solution. Yoshi-P's much better, I like how the man speaks —always humble and to the point. But that's by no means representative of SE's communication in general —that's one my fields of expertise, and clearly by all business standards, they're just bad at it.
An anecdote: I'm quite confident they don't do it anymore, but until a few years ago, the typical SE way of making FF was to put several teams on the same task, then compare the results and select the best one. Yes, ditching hundreds of man-hours, on a regular basis. How unproductive was that? How frustrating could it have been for their employees? :/
On topic, I think looking at their games coding must really be frightening. I'd wager their netcode is extensive, over-complex, over-bloated, full of unnecessary checks, overly centralised… At least that's how it feels.
Rube Goldberg machine-makers, I'm telling ya!![]()
Last edited by Alcyon_Densetsu; 11-15-2013 at 07:13 PM.
“Focus on the journey, not the destination.
Joy is found not in finishing an activity but in doing it.”
I know![]()
But on everything customer support related, that's a fact no one denies in the gaming industry, neither insiders nor customers.
Actually, that's a reason people often cite when they say why they stuck with WoW for so long, or came back so often.
It does matter, how you treat your paying customers when they have issues does matter. That's probably why we also attribute to Blizzard the very notion of "MMORPG's as a service": to everyone's benefit —theirs and their customers'— they raised the quality bar much higher than any other company out there.
SE, on the other hand…![]()
![]()
I know Yoshi-P cited this notion of service, hinting that he probably gets it, somehow; even if, evidently, this company is still awfully clueless about it regarding CS.
“Focus on the journey, not the destination.
Joy is found not in finishing an activity but in doing it.”
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