This x 1000000000000000000

From my written comment in Reddit:

this written piece misses the point entirely. client lag and server lag are two separate things. Server lag does not equal to lost FPS.

But this written piece says 7-20 FPS = bad server.



For the people that were coming in from beta, there were a lot of massive fights that didn't have lag and desync. The desync issues started with their patch to 'prevent hackers'. And indeed it did prevent hackers, but it gave a ton of load to servers, a huge ping issue between the server and client (to make sure if the move that was sent from the client is 'valid')



They need to re-think that algorithm they added on June 2016.

Sure, upgraded server will help a little, but in the end, when more people are in an area, it will break again. Think of doing simple math. You can do 5*100 by multiplication, or you can add 5, 100 times. (5+5+5+5...)



The algorithm not scaling well with more people in area probably means they're checking each entity against each other and is causing an exponential load onto the servers, and most likely it's also doing a transaction on their database each time an action is performed, instead of letting the client deal with it, while before most of this was calculated by the client and server said 'alright, that sounds fair' and stored data into the database.



EDIT: Kakao probably is aware of this already and that's probably why they're not upgrading the servers. Because they tried it already and game performance was still in a shithole, and community was still crying for better servers.

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