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  1. #1
    Player
    lulunami's Avatar
    Join Date
    Feb 2014
    Posts
    400
    Character
    Rurulu Namilu
    World
    Excalibur
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by RoyalBeef View Post
    The fundamental flaw is that MMOs in their core were never meant to be played like realtime multiplayer shooters.
    The most responsive shooter I have played was 128 tick CS:GO servers. Higher tick servers means more updates per second and more responsiveness. They use a hybrid client-server side net-code model. Other competing shooter games like Overwatch used 20 tick servers for awhile, and they were a bit laggy. Games like Call of Duty use peer to peer servers so they are a lot more laggy and inconsistent to play. If you are trying to be an amateur or enthusiast, the net code is very important because you do not want to feel like the game is predominant based on luck but skill and commitment.

    In MMOs, it is a problem of using more expensive servers for so many players. Higher APM jobs like BRD typically have 45-46 APM at the high end of play. Slowing down every job down to 30 APM like WHM may not be good for players that like faster GCDs.
    (1)
    Last edited by lulunami; 07-23-2019 at 04:22 PM.
    Fried popoto enthusiast.