10 January Updates - improved packet handling
Posted: Thu Jan 10, 2019 11:03 am
In addition to yesterday's updates (which put an end to instant switching), today we're bringing an improvement to the server's packet processing in order to create the best of two worlds.
In the last several years of PkHonor's history, we had a system in place where every packet (action that a player sends to the server, such as walking, eating, clicking objects etc.) would be processed instantly. However, the unintended side effect of this is that players were able to switch gear instantly as well, allowing a small advantage in PvP situations.
Yesterday, we changed this so that all packets were once again processed every game tick (every 600 milliseconds). This in turn resulted in many players complaining about "lag" on the server.
Especially considering our game server is located in the USA, people from Europe would experience this delay most of all. Not entirely surprising, considering a round trip of an internet connection from Europe to the USA can easily take up half a cycle. This would result in packets being processed one game tick later than you would expect them to be processed, resulting in the appearance of lag.
In order to counter this, we have once again put the immediate processing of packets in place. With two exceptions: every packet that handles equipping/unequipping gear or clicking items (such as food or potions) is now only processed every game tick. This way, our players should now experience a minimum of lag - especially those from Europe - while still not allowing for instant gear switching.
We're hoping this change will prove to be the best choice for everyone.
In the last several years of PkHonor's history, we had a system in place where every packet (action that a player sends to the server, such as walking, eating, clicking objects etc.) would be processed instantly. However, the unintended side effect of this is that players were able to switch gear instantly as well, allowing a small advantage in PvP situations.
Yesterday, we changed this so that all packets were once again processed every game tick (every 600 milliseconds). This in turn resulted in many players complaining about "lag" on the server.
Especially considering our game server is located in the USA, people from Europe would experience this delay most of all. Not entirely surprising, considering a round trip of an internet connection from Europe to the USA can easily take up half a cycle. This would result in packets being processed one game tick later than you would expect them to be processed, resulting in the appearance of lag.
In order to counter this, we have once again put the immediate processing of packets in place. With two exceptions: every packet that handles equipping/unequipping gear or clicking items (such as food or potions) is now only processed every game tick. This way, our players should now experience a minimum of lag - especially those from Europe - while still not allowing for instant gear switching.
We're hoping this change will prove to be the best choice for everyone.