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- Apr 9, 2005
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You think it's oh so easy to mitigate an MMO with real-time action? It's not, you have to deal with lag, send information to the server, compute the trajectory of (blah blah blah here), send it to the server, have the server calculate it, and then send the end result to (all 250 clients in the same area).
As you can expect, lag is a huge factor in a game like that.
As you can expect, lag is a huge factor in a game like that.