Yup, I agree that adding rules to client makes cheating easier. Though, cheating is already possible on client side via computer assistance.tneva82 wrote:If either client has priority then that opens up cheating so if that route would be here then rather than issues about lag you could easily have issues about cheating accusations. There's a reason why smart clients are discouraged heavily in favour of smart server.Kirby wrote:FWIW, lag has been an issue sometimes for first person shooter games, and different semantics are sometimes adopted. For example, you can give advantage to the shooter’s side so if that guy’s client says he got the opponent, it’s true. Or you can give advantage to the other guy so that if it doesn’t seem he was shot on his client, then he wasn’t. Or you can play with lag metrics on the server and have different rules.
This isn’t my field of expertise, so i don’t have all of the details, but i do recall there being various options you c an adopt to make rulings in the face of lag for these real time games.
Anyway, what’s your idea for a smart server that addresses the lag problem?