Aett_Thorn wrote: »The weather is handled client-side, so this will happen. If it was handled server-side, then everyone would experience the same weather, but would likely experience more lag as well.
Aett_Thorn wrote: »The weather is handled client-side, so this will happen. If it was handled server-side, then everyone would experience the same weather, but would likely experience more lag as well.
guybrushtb16_ESO wrote: »Aett_Thorn wrote: »The weather is handled client-side, so this will happen. If it was handled server-side, then everyone would experience the same weather, but would likely experience more lag as well.
Definitely not. There are *a lot* more things going on at the same time, broadcasting the weather wouldn't take any capacity at all. Besides, it wouldn't be even neccessary; the client usually gets the server time on login at least, it should be fairly simple to just use that as a seed for synchronized weather.
stevenbennett_ESO wrote: »It's a little more complicated than GetWeather in a zone, because the weather changes both over time (even while you're in the same zone) and different parts of zones often have different weather deliberately. (I was just noticing how the weather is completely different near the Wreck of the Raptor in Auridon, in fact…) You'd need to get the weather condition on a regular basis, every few seconds at least.
That said, the weather condition could be encoded into a couple bytes added to location verification packets, or a small weather state packet could be sent every few seconds, so I'm thinking it's probably not a significant bandwidth increase, although without knowing more about how they're sending packets, I can't be certain. The only tricky bit would be integrating the weather logic on the servers - which is probably significantly less trivial than it sounds. (I'm a programmer and have spent much of my life having to inform people that their "trivial" changes are actually very significant ones…)
stevenbennett_ESO wrote: »It's a little more complicated than GetWeather in a zone, because the weather changes both over time (even while you're in the same zone) and different parts of zones often have different weather deliberately. (I was just noticing how the weather is completely different near the Wreck of the Raptor in Auridon, in fact…) You'd need to get the weather condition on a regular basis, every few seconds at least.
That said, the weather condition could be encoded into a couple bytes added to location verification packets, or a small weather state packet could be sent every few seconds, so I'm thinking it's probably not a significant bandwidth increase, although without knowing more about how they're sending packets, I can't be certain. The only tricky bit would be integrating the weather logic on the servers - which is probably significantly less trivial than it sounds. (I'm a programmer and have spent much of my life having to inform people that their "trivial" changes are actually very significant ones…)
Hypertionb14_ESO wrote: »guybrushtb16_ESO wrote: »Aett_Thorn wrote: »The weather is handled client-side, so this will happen. If it was handled server-side, then everyone would experience the same weather, but would likely experience more lag as well.
Definitely not. There are *a lot* more things going on at the same time, broadcasting the weather wouldn't take any capacity at all. Besides, it wouldn't be even neccessary; the client usually gets the server time on login at least, it should be fairly simple to just use that as a seed for synchronized weather.
it would amount to a single line when loading into a zone, a simple "GetWeather" request or so..
and a simple state change transmit from the server to update when it changes..
basically a single line of code would be all that would be needed to transmit the change...
this amounts to such a minimal draw on server load to be completely negligible. and it would less than a millisecond of additional load time when entering a zone.
really the only reason they dont have the server handle the current weather conditions is pure laziness and a lack of that attention to detail that can make or break a game.
i expect them to add it in a major update tho... like the creepy faces were added in 1.5.... and i bet it will be rather lauded by the dev team despite how minor a effort will be needed.
it would mostly be a server side change, with the team that handles the servers being the ones that program the weather system rather than the ones that handle the client. the client guys only need to add in a request to handle weather and remove the randomize currently in place.
diabeticDemon18 wrote: »Hypertionb14_ESO wrote: »guybrushtb16_ESO wrote: »Aett_Thorn wrote: »The weather is handled client-side, so this will happen. If it was handled server-side, then everyone would experience the same weather, but would likely experience more lag as well.
Definitely not. There are *a lot* more things going on at the same time, broadcasting the weather wouldn't take any capacity at all. Besides, it wouldn't be even neccessary; the client usually gets the server time on login at least, it should be fairly simple to just use that as a seed for synchronized weather.
it would amount to a single line when loading into a zone, a simple "GetWeather" request or so..
and a simple state change transmit from the server to update when it changes..
basically a single line of code would be all that would be needed to transmit the change...
this amounts to such a minimal draw on server load to be completely negligible. and it would less than a millisecond of additional load time when entering a zone.
really the only reason they dont have the server handle the current weather conditions is pure laziness and a lack of that attention to detail that can make or break a game.
i expect them to add it in a major update tho... like the creepy faces were added in 1.5.... and i bet it will be rather lauded by the dev team despite how minor a effort will be needed.
it would mostly be a server side change, with the team that handles the servers being the ones that program the weather system rather than the ones that handle the client. the client guys only need to add in a request to handle weather and remove the randomize currently in place.
Let's be honest now... how "game breaking" is it that your friend is playing naked in the rain while you bask in the sunlight??
eventide03b14a_ESO wrote: »I often get different weather than my partner sitting right next to me. What I find infinitely more creepy than desynced weather is that there are no children in the game.
eventide03b14a_ESO wrote: »I often get different weather than my partner sitting right next to me. What I find infinitely more creepy than desynced weather is that there are no children in the game.
phreatophile wrote: »If we all get different weather, can I have 50/50 for day an night?
MornaBaine wrote: »phreatophile wrote: »If we all get different weather, can I have 50/50 for day an night?
Wouldn't THAT be wonderful??? Though in my dream world we actually have SEASONS and the day/night cycle shifts with the season!
ers101284b14_ESO wrote: »Better than the weather in the real world.
Seriously my town flipped out over a snowstorm that was coming yesterday...We got enough to make a footprint.
AlexDougherty wrote: »ers101284b14_ESO wrote: »Better than the weather in the real world.
Seriously my town flipped out over a snowstorm that was coming yesterday...We got enough to make a footprint.
It's usually the trains that over-react by us, the towns in Britian usually wait until after it's snowed before they start planning.