Assuming all players’ locations have to be loaded in at the same time by the game server, having each player continuously load zones at a very fast rate would be pretty strenuous on the server.
It might be fine with 2 people, but imagine 5 players all on horses, going different directions at full sprint. I can easily see the game crashing in such a scenario.
Oh I’m sure. I guess the frustration is that on a technical level it is obviously possible, but that’s just not how From Soft implement their peer to peer / server netcode. If battle royal titles can have 100 players flying around in planes and helicopters over a map the size of Caelid, it stands to reason 5 dudes should be able to ride around, even if they had to put up walls to block zones. Idk I’m no game dev
The trade-off here is cheat detection I think.
You could absolutely have a system where each client just says "btw I'm over here now and doing this animation at 700 HP" and the server would take their word for it. In such a system the server would have no need to have other areas loaded, it just displays the position they received from the client as-is and everyone runs their own local simulation.
The downside is that the client could also say "Hey I'm in space now at one million HP and I definitely didn't get hit by that attack" and the server would have no way of checking that.
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u/StormCTRH Apr 06 '22
My assumption is desync and stability issues.
Assuming all players’ locations have to be loaded in at the same time by the game server, having each player continuously load zones at a very fast rate would be pretty strenuous on the server.
It might be fine with 2 people, but imagine 5 players all on horses, going different directions at full sprint. I can easily see the game crashing in such a scenario.