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Originally Posted by Luminara
Then they wouldn't be done at all, because they wouldn't be persistent from player to player. That was the same reason given why the Big Red Ball wasn't feasible. If they're going to do things which affect or can be affected by everyone in a zone, they want them to react and display the same way for everyone. Without server interaction, there would be nothing to tell the clients to display the same weather effects, so you could have ten people standing next to each other and experiencing ten different types of weather, which you know as well as I do that the developers aren't going to consider acceptable.
Ergo, any weather added to the game would require server resources to make them zone-wide and persistent from player to player.
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The resources would be minor however, the sever would keep track of the weather, but it would only need to send data to a client when you enter the zone and when the whether changes, once zoned in, the server won't need to keep sending or receiving data. Unlike the
big red ball that will require the server to keep track of it every time it moves and tie that in with the physics system.
Weather is just like shadows or reflections, something the client does, the only thing the server would do is tell the client whether to activate those effects.
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Furthermore, in an MMORPG, there simply is no such thing as "have no effect on the servers at all". Everything is ultimately controlled by the server, even client-side calculations. The server checks and verifies everything the client does, and if it doesn't match, the server overrides the client. You can't even move without the server's consent, which it only gives after checking where you were when the movement command was issued, checking where you're moving to, checking your speed and ensuring that all of them match what it says is right. And if the client is wrong, you get "rubberbanded" when the server corrects the client and forces it to reset your location to where it said you should be.
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Moving however is something very different from weather. The server will not track every rain drop, in basic terms, it would come down to the servers just telling the client to start the rain effects because the server says it's raining. Server wise, I'd doubt rain would be any more
server intensive than the fog in Astoria.
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So yes, even client-side weather would require server resources. When you moved, the server would have to ensure that the client was adjusting the visual effects correctly.
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No it wouldn't, the client would work that out.
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When you zoned, the server would have to send the client the updated weather for the new destination. Et cetera, multiplied by the number of players accessing any given server at any given time. It may not have a tremendous or catastrophic impact, but it will have an impact.
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If power customisation didn't have an effect, what with every power of a character having to be received and sent any time they zoned in or out, I doubt weather would. Additionally, the sever wouldn't have to receive any date from the player, just send it.
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Here we have Castle unilaterally vetoing a suggestion on how to change Vigilance because of the performance impact it would have on the servers. Should we ask him what the result would be of having the server perform checks on every server tick to verify player location in relation to the weather, weather pattern, weather location, wind direction, type of weather, where puddles are on streets, where snow is or isn't, timing on weather and residual effects, and so forth? I know his response wouldn't be "No effect on the servers at all". Sure, some of that information is already available, like player location in the game world, but it would have to be run through another filter, which would add to the server's load, and other information would be new, adding additional load, and it would affect performance to some degree.
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Except that you wouldn't need to update every server tick, only when entering a zone or when the weather changed.
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Graphical limitations weren't the sole source of lag, but they were a very significant source. If that weren't true, BAB wouldn't be posting things like this (a good costume contest can pack two or three times the Hive's current limitation into an even smaller area, without performance degradation like what was seen in pre-I9 Hamidon raids. it's not simply having that many players in a confined location that reduces performance, it's having that many players activating powers and taxing the graphics engine and server that causes problems) or this.
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Again, you're confusing lag with system load. Capes do NOT have an effect on the servers, they DO have an effect on system performance however.
In the second example there, the only difference to the server is that instead of saying
Cape = No
Colour = No
Pattern = No
etc it would say
Cape = Yes
Colour = 15
Pattern = 8
Or something similar.
Rain WOULD have an impact on system performance (how much would depends on how well it was coded).
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There was a reason people were asked to show up at old Hamidon raids "naked", meaning with minimal costumes, no capes and no auras, and it wasn't because the raid leaders were horny.
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It caused system load yes, but not server load, what caused server lag was hundreds of players moving around all activating powers, what caused client lag was having to render and calculate all of that.