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by Faark
2396 days ago
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Keep in mind MMOs have a persistent world. In CoD, meeting a cheater can ruin a 20min (? haven't played in a while) game session. In an MMO, it might screw up the entire economy. Thus off-loading authoritative work to clients is pretty much a no go. To prevent clients from cheating, you have to run pretty much the entire game engine on the server. Sure, you can strip graphics, but not physics, cooldowns or inventory management. As an example: it sucks being killed by an enemy obviously behind a wall or in another room, so fired bullet should be checked against world geometry. Pretending all this to be no big deal might be right for some specific (kind of) games, but generalizing it that much is... unrealistic at best. Btw, dev time is valuable as well, so an overly engineered solution probably isn't a realistic option for many online games either. |
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And I mentioned trust in my first post. It's a reason to use a server, but it's not a reason to use a 'serious' server.
None of these are reasons you couldn't use 40 tiny weak throwaway servers in place of 5 big serious servers.
> As an example: it sucks being killed by an enemy obviously behind a wall or in another room, so fired bullet should be checked against world geometry.
That sounds more like a shooter than an MMO. And a shooter instance definitely fits into a tiny 2-4 core server.
> dev time is valuable as well
Which is why so much software is single-threaded. And single-threaded software only needs one core.
(And the dev time for what I was talking about would be tiny, and it would save money overall. There are good reasons not to do it, but I don't think dev time is one of those good reasons.)