Are range checks server side or client side?
If server side, would changing it to make the client check ranges instead drastically improve server performance as it doesnt have to do a calculation for every skill casted?
Now if you pan over targets using an single target skill it light out or go dark if you have targets in range.Are range checks server side or client side?
If server side, would changing it to make the client check ranges instead drastically improve server performance as it doesnt have to do a calculation for every skill casted?
Server side, and no to the bold because:
a. the client itself is buggy and prone to positioning and range errors that are only sometimes reflected in the server-side calculations, this keeps buggy behavior down, and
b. with the current scheme the lagger is at a disadvantage vs. the player not lagging. If they changed things to client-side it can result in players abusing lag or manipulating ping to find what threshhold the server considers to be valid to apply damage and effects in an advantageous way -- in other words it will be more exploitable on live. The live server gives priority to the players with less lag and numbers in most cases.
I've only seen the server let me "win" against a faction stack once during a laggy faction stack on keep door when I activated a nova 3 seconds before the other players were to kill me when I was blocking and outhealing them. The other players should have died but the game ignored my nova synergy. Want to know what happened next? The server reversed time and positions and then said I used nova and killed all the enemies and let me live. Only ONCE.
If your suggestion stands, the game will have to either do as stated above with nova more often or ignore it, at that point, I cannot see how an improvement in performance would be had OR the benefit or improved performance.
Now if you pan over targets using an single target skill it light out or go dark if you have targets in range.Are range checks server side or client side?
If server side, would changing it to make the client check ranges instead drastically improve server performance as it doesnt have to do a calculation for every skill casted?
Server side, and no to the bold because:
a. the client itself is buggy and prone to positioning and range errors that are only sometimes reflected in the server-side calculations, this keeps buggy behavior down, and
b. with the current scheme the lagger is at a disadvantage vs. the player not lagging. If they changed things to client-side it can result in players abusing lag or manipulating ping to find what threshhold the server considers to be valid to apply damage and effects in an advantageous way -- in other words it will be more exploitable on live. The live server gives priority to the players with less lag and numbers in most cases.
I've only seen the server let me "win" against a faction stack once during a laggy faction stack on keep door when I activated a nova 3 seconds before the other players were to kill me when I was blocking and outhealing them. The other players should have died but the game ignored my nova synergy. Want to know what happened next? The server reversed time and positions and then said I used nova and killed all the enemies and let me live. Only ONCE.
If your suggestion stands, the game will have to either do as stated above with nova more often or ignore it, at that point, I cannot see how an improvement in performance would be had OR the benefit or improved performance.
Pretty sure this part is client side. Now casting itself its server side as you say to make sure target is in range. Because of lag target could not be out of range for one easy with an sorcerer with streak.