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Still No Server-Side Weapon Groups


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#1 MrMadguy

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Posted 16 August 2017 - 07:20 AM

I just wonder, why weapon groups are still client-side? Will it cause some extreme load on servers? Several extra bytes to store and send over network and PGI is so short of resources, that they still can't afford it? I play from 2 different computers now and therefore have to constantly manually sync my weapon groups. Online game, that can't even store it's full state on server... Lol...

#2 Athom83

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Posted 16 August 2017 - 07:36 AM

Um...
Posted Image

#3 MrMadguy

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Posted 16 August 2017 - 07:58 AM

View PostAthom83, on 16 August 2017 - 07:36 AM, said:

Um...
Posted Image

Simply try to delete this file and you'll know, what I'm talking about:

C:\Users\<Your user>\Saved Games\MechWarrior Online\Profiles\<Your profile>\weapongroups.xml

And don't backup it, cuz otherwise all interest will be lost.

Edited by MrMadguy, 16 August 2017 - 08:00 AM.


#4 Felicitatem Parco

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Posted 16 August 2017 - 08:22 AM

View PostAthom83, on 16 August 2017 - 07:36 AM, said:

Um...
Posted Image


If I hop onto my buddy's computer and log in with my MWO credentials, than all weapons in all Mechs go to firing group 1 since your weapon grouping are saved as local files on your personal computer.

THAT THAT THAT.

#5 Athom83

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Posted 16 August 2017 - 08:41 AM

View PostProsperity Park, on 16 August 2017 - 08:22 AM, said:

If I hop onto my buddy's computer and log in with my MWO credentials, than all weapons in all Mechs go to firing group 1 since your weapon grouping are saved as local files on your personal computer.

Ah. Didn't know that was a thing, but then I don't play on 3-4 different computers.

#6 MrMadguy

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Posted 17 August 2017 - 07:06 AM

What PGI also can't sync - are 'Mech pictures in UI. Well... I guess they still don't know anything about caching and date-time stamps. You know. You cache all this stuff on client side, but send date-time stamp (or some other value - hash for example) for every 'Mech, that would show, whether 'Mech has been changed on server side or not. If date-time stamp/hash changed - you send request to server to update all data about this 'Mech. YOU DON'T NEED TO LOAD AND UPDATE FULL LIST EVERY SINGLE TIME. Also things may be loaded on demand only. I.e. if you don't play this 'Mech - why should game update data for it? L2Code, PGI.

Edited by MrMadguy, 17 August 2017 - 07:06 AM.


#7 Quicksilver Aberration

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Posted 17 August 2017 - 09:34 AM

View PostMrMadguy, on 17 August 2017 - 07:06 AM, said:

What PGI also can't sync - are 'Mech pictures in UI.

Why would they? That takes up a lot of space compared to most data, can you imagine the loading times if it tried to sync all that crap?

View PostMrMadguy, on 17 August 2017 - 07:06 AM, said:

Also things may be loaded on demand only. I.e. if you don't play this 'Mech - why should game update data for it?

Lazy loading also means switching between mechs becomes cumbersome, there is give and take here and honestly a mixed approach is probably the best. It isn't always about the best way to code things, it is about what provides the best UX across the various types of players.

Edited by Quicksilver Kalasa, 17 August 2017 - 09:37 AM.


#8 Smites

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Posted 17 August 2017 - 02:19 PM

Are you advocating for MORE stuff to be server side? Have we forgotten server side zoom?

#9 Tarogato

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Posted 17 August 2017 - 02:46 PM

If weapon groups are client-side, then why do they lag on high-ping servers? (ever tried to very quickly change your weapon groups when you're around 300 ping or higher? They get all screwed up and don't respond very well.)

#10 Quicksilver Aberration

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Posted 17 August 2017 - 03:08 PM

View PostTarogato, on 17 August 2017 - 02:46 PM, said:

If weapon groups are client-side, then why do they lag on high-ping servers? (ever tried to very quickly change your weapon groups when you're around 300 ping or higher? They get all screwed up and don't respond very well.)

He meant that these settings (which are stored locally) are backed up to their servers. He worded this like he was talking about actual gameplay related server/client interactions.

Edited by Quicksilver Kalasa, 17 August 2017 - 03:08 PM.


#11 Revis Volek

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Posted 17 August 2017 - 03:10 PM

View PostTarogato, on 17 August 2017 - 02:46 PM, said:

If weapon groups are client-side, then why do they lag on high-ping servers? (ever tried to very quickly change your weapon groups when you're around 300 ping or higher? They get all screwed up and don't respond very well.)



because what you see and what the game is doing are two different things during that time.


When you have high ping your arent seeing the game at real speed, hence why you must "lag shoot lights" and stuff like that. You are actually behind what going on for the most part and when you shoot a mech it really might not have been there.


I mean that what i would imagine is the culprit. If you dont see the cursor move its human nature to mash and then who knows where it landed.


View PostMrMadguy, on 16 August 2017 - 07:20 AM, said:

I just wonder, why weapon groups are still client-side? Will it cause some extreme load on servers? Several extra bytes to store and send over network and PGI is so short of resources, that they still can't afford it? I play from 2 different computers now and therefore have to constantly manually sync my weapon groups. Online game, that can't even store it's full state on server... Lol...


OP, things are the way they are for reasons, unless you work on servers, games, coding or what have you and have lots of experience with this stuff then do you really have any idea what you are talking about?

Edited by Revis Volek, 17 August 2017 - 03:14 PM.






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