2) server load - rofl - another MA myth - if this would be the reason what will happen to the server when all players would equip, unequip L armors witch not decays on equiping? SO decay against derver load is a MA myth and sole purpose is to get more income.
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You know, this "server load" thingy has been bugging me a long time.
When they first upgraded the graphics, and everyone was rushing to try everyting, it seemed fine to add a penality in the form of decay / time to change armor to prevent people changing what they wear every few secs to see how everything looks.
I have done a fair bit of programming.
From what I think of how the EU client should work (this is guessing based on how someone will create a client / server program when you are going to be extra careful on someone exploiting the logic algorithms to gain something), the program we download and install to run the game is a dumb client. It should have all the graphics (wireframes / textures) needed to run the game, and just the ability to display what the server asks it to display.
Everything is decided by the server. For example we press the move button, and the server tells the client to update our position to X,Y and show the appropriate graphics for location + add avatars (including details on what they are wearing / doing, mobs, etc). Likewise, when you fire a weapon at direction X1,Y1 from point X2,Y2, the server decides if it hits anything, and how much damage, and tells the client what to display.
The client itself should have no logic built in. If they are worried about security, and it's a high priority, thats how it would have been done. That's how bank terminals and alot of other sensitive/secure equipment work.
So, when you wear armor, tell me which seems to be more work :
Scenario One :
Client : Armor piece dragged to avatar. Starts timer animation.
Server informed of of Armor piece moved.
Server starts timer to enable protection on that body part with the Armor piece.
Timer stops.
Server deducts decay from Armor piece.
Server tells client that Armor piece has been worn and activated.
Client : Updates display to indicate Armor piece has been activated.
Scenario Two :
Client : Armor piece dragged to avatar.
Server informed of of Armor piece moved.
Server deducts decay from Armor piece.
Server tells client that Armor piece has been worn and activated.
Client : Updates display to indicate Armor piece has been activated.
In between, both will have steps to make sure armor has not gone to minimal decay, and avatar gender matches the armor gender, clients in visibility range informed to update avatar graphics with new armor, etc.
Probably it is something like a C++ class with the avatar instance having a bunch of values which are populated with details on what is on it, action being taken, location, etc.
Seems to me that having no delay to armor up will have less server load and lag.
Of course, this is all assuming that the game works as a dumb client connected to a intelligent server which makes sure everything is as it should be.