Or they could just do the job right and make it so that player hit confirmation is handled clientside. Yes, that makes it easier to hack. That is why we are supposed to have GMs.
Or they could just do the job right and make it so that player hit confirmation is handled clientside. Yes, that makes it easier to hack. That is why we are supposed to have GMs.
Do it right? No MMO's give the client control like that.
What FFXIV needs is proper collision prediction on their AoE's. I'm fairly certain that their AoE collision is just a simple check that does not compensate for latency at all, which would explain getting hit by stuff that you clearly seem to be out of.
A collision prediction system that would compensate for latency would work like this:
- AoE spell finishes, create a list of players it would hit.
- Calculate each player's predicted position (i.e. where they will probably be on their screen) when taking latency in to account, which would be: (current position) + (velocity) * (latency)
- If the predicted position is outside of the AoE, do nothing, otherwise, hit them.
Since players are generally going to move in a straight line to get out of AoE, a simple prediction like that is very safe. For extra security, the server could check where the client was when the AoE went off on their screen, and hit them if they were still in it.
Last edited by Pinch; 09-12-2013 at 12:25 PM.
Actually alot of games use this sort of "clienetside" code, what most players dont know is that what their sending is still sanity checked by the server using timestamps,it gives the effect of clinetside but still has the server being the authority. Im not sure about it being used in MMOs besides planetside 2 and in turn EQ next.Do it right? No MMO's give the client control like that.
What FFXIV needs is proper collision prediction on their AoE's. I'm fairly certain that their AoE collision is just a simple check that does not compensate for latency at all, which would explain getting hit by stuff that you clearly seem to be out of.
A collision prediction system that would compensate for latency would work like this:
- AoE spell finishes, create a list of players it would hit.
- Calculate each player's predicted position (i.e. where they will probably be on their screen) when taking latency in to account, which would be: (current position) + (velocity) * (latency)
- If the predicted position is outside of the AoE, do nothing, otherwise, hit them.
Since players are generally going to move in a straight line to get out of AoE, a simple prediction like that is very safe. For extra security, the server could check where the client was when the AoE went off on their screen, and hit them if they were still in it.
you can read valves details on it here: https://developer.valvesoftware.com/...yer_Networking
Scroll down to lag compensation.
But yea, this is why so many FPS players rage, all like" i was around a corner" not on his screen you weren't!" or like, "but i hit him!..." OH no you didn't!...your client is out of sync!
not exactly sure how it would work in a pve environment, im sure it would be possible though. i guess it would be the same, if your client is sending data of where it perceives PVE mobs.
i think part of the problem now is how often the server process data, 3 times per second is alittle too slow(even though my client sends 6 packets per second...), also i think it often processes packets later than it should.
Last edited by SKYeXile; 09-16-2013 at 09:48 AM.
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