Melcyna, on 01 November 2012 - 11:01 PM, said:
Plus with it server based, you are immune to other players latency effect for the most part, all that matters is how much YOUR latency is to the server.
This is why I don't want to see things shifted client-side. It's not that the client can't handle the load. The problem is that there are 16 clients, but only 1 server. It doesn't seem useful to have 16 different computers arguing about what really happens, when they can just tell the server what each player does, and let the server decide how that comes together.
Melcyna, on 01 November 2012 - 11:01 PM, said:
This is the real issue. Currently, the mechanisms to deal with the lag between client and server models of the game world are not functioning properly. Fortunately, the devs are listening to us on this. Here is an excerpt from the 'Known Issues' thread:
Quote
We are rolling back some networking code fixes. This will address many of the hit box issues currently in the live environment. The rollback does not fix the problem entirely, and we are working hard on improving the overall experience vs performance. This is a long term engineering task and a top priority internally.
What I find most encouraging is the last sentence, stating that this is a TOP PRIORITY. This means, for us players, that we can rest assured that the issue will be fixed as quickly as PGI are able, which is all we could ask.