Mistress Theonehio wrote:
Everything is serverside so when that improves our responsiveness improves. In the open beta when they uncapped framerate everything ran FLAWLESSLY, so being 60fps cap plus serverside that isn't fully optimized = the lag we get.
I'm not following this. How does the framerate affect either network latency or response time? I'm not being critical, I just don't understand the connection.
Also, when you're communicating with Japan for every command, there is going to be a fixed amount of lag--at the very least, the speed of light limits communication between where I live and Japan to 34 milliseconds per message, one-way, not counting switching time, non-optimal routes (i.e., it's likely not a straight line). Add onto that whatever latencies there are in the server and client (time between a keypress and sending the signal on the network, time between receiving a request and processing it on the server), that even if the database query engine was fully optimized server-side and the number of requests was far below its capacity, you're still going to experience noticeable delays with each action.
I've never made a game before, but I imagine you get around this by prefetching data (you enter an area, and all prices from the markets are prefetched while you're wandering around), or prefetching the stats on the monsters and players in your region.