In my job, I see a lot of people make decisions based on the problem in front of them, and not the root cause. In this case, you've mentioned the frequency at which data is sent being the prime issue. That is a problem for sure, but if the data were stored more efficiently, it suddenly becomes less/not a problem. It's possible there's even a deeper root cause than what I can see based on my limited understanding of their code base, but I'm VERY confident that the issue is definitely deeper than merely the transfer of said data (which is a problem).
Things like menu-based content, opportunity costs for implementing band-aids that could go to better fixes/new content, gearing/itemization depth, etc.
Bingo.
I don't know the specifics, but what I do know that is SE utilizes client-side operations the least out of any of the MMO's I've played over the course of nearly 20 years. In fact, IIRC nearly everything is handled server-side via checks. This has benefits (mostly security/anti-cheating measures), but it also has numerous consequences (performance, stability, etc.). The reason that so few companies employ this methodology is because it's NOT the most efficient design. Typically the drawbacks don't offset the gains, and IMO FF14 is a good example of this being true.
I vaguely recall reading one of the tech articles from SE going over how the server validates an operation. It was the most asinine thing I ever read. You push your hotkey, which sends the server your "intent" and the server sends an OK back (if OK), and then your system resends the press and the server validates that what you sent matches your intent.
As far as their band-aid solutions I just wish they would devote that dev resources to an actual solution. I understand why they don't (cost), but like I've echo'd before. It's likely going to be a problem eventually and the longer they wait to fix it, the harder it will be.



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