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A typical mmo has even more checks compared to just the reputation. Some take your level into consideration (low level mobs ignore high lvl players). Retaliation guards if you have killed some players some time ago. Reputation. Buff effects/ Transformations. Typically it would check on each frame (or close to it). Checks order is something along the line of ...


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Connection timeouts are usually handled server-sided, not client-sided. That means that this is a problem which should be fixed by the developers themselves. I have not read their sourcecode (and I can not), but I doubt that this is a particularly difficult code change to make on the server-side (but I could be mistaken - this is very hard to judge from the ...


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Short answer: No Long answer: Theoretically you could if you knew the networking protocals that are involved and managed to compile a compatible version of the game with your fixes and got everyone in the game to swap a few DLL files. But realistically this is only something that the developer can do as they are the ones that have the source code and control ...


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You are in luck: game servers scalability is relatively straightforward nowadays and not that expensive. All major cloud providers today offer both fully-managed Kubernetes and serverless environments, all with auto-scaling so that you can only pay for what you need and use. The system will easily scale up and down, serving a hundred or a billion CCU ...


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Myself, I'd recommend keeping the server and client authored in a single Unity project. This minimizes the chance for mistakes where you change something in either the server or client and miss updating the other, resulting in divergent behaviour or major errors. You could approach it in other ways, like bundling everything needed by both client and server ...


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