(05-16-2016, 06:29 PM)Setoh Aliapoh Wrote:(05-16-2016, 05:55 PM)McBeef© Wrote:(05-16-2016, 05:41 PM)Setoh Aliapoh Wrote:Because they're not immobile.(05-16-2016, 04:58 PM)Unnamed Mercenary Wrote: You know player position is polled every 100-300 milliseconds, right? That has to be sent to the server and broadcasted to the entire zone. For every player. When there's a server issue, it's usually bandwidth-related or something done to prevent a bandwidth issue. The whole reason instances are well, fast and instanced is for that exact purpose.
Why should the player position code, which has to deal with mobile players moving around an area, have anything to do with the code that sends out information on the immobile things in an area?
Any player can move them at any time, and collision boxes need to be updated immediately for all players.
*eyeroll*
Transmitting only a delta of changed data is computer science 101.
I am really amused at the SE apologists, though. I mean, I'm sure they're doing the best they can. Gold star for the housing. Don't change a thing.
Look at the private server projects for the older games if you don't believe me. This game doesn't deal with deltas. That's how you end up with bots doing teleport hacks left and right with no error checking. It's not as bad in 2.0, but in 1.0, literally everything you saw the client do had to be processed on the server. NPC text, NPC items to sell. Even a large portion of the game menus needed a packet from the server to tell them what to do. 2.0+ likely isn't that different. It's a not a great design, but it's extremely likely that's what they kept doing.
The housing system could use a lot of improvements, but the changes you want or the games you're comparing it to would require throwing it out and redoing the entire thing. And that's not going to happen. Though I think the apartment system being introduced is probably an attempt at just that. It'll likely be completely instanced, if I have to guess, like a massive network of player rooms, but bigger.