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You're worried that if you optimize something now, it might turn out to be wasted effort in the future. But more importantly, if your system is working now, as-is, then it's wasted effort here in the present! That said, minimizing server-client traffic is generally a good idea, especially if the clients are out in the real world, on unknown networks, and ...


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You should take a look at how games like Minecraft, Halflife, and World of Warcraft handle this, most games take the simulated client input actions and send them to the server and simulate the world on both the client and server and correct when the simulations differ by correcting the client state to match the server state. Here you can see the entire ...


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It isn't necessarily as clean cut as you expressed but in overly simplified terms and generalized notions, you are on track. The thing to remember is that the client expresses it's intent to perform some operation. Some operations are entirely authoritative by the server. In these cases, the server must respond before the client can proceed. This works ...


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We can go for one problem that creates the inflation: The theoretical amount of money in trade in the entire MMO is infinite, because the input stream of monsters and quests can be infinitely done. A shortcut fix would be to find places were money leaves the active economy without any return. That could be anything from paying money for re-spawn(probably ...



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