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Performing this check can easily be implemented as a very fast and efficient operation. Give every player an array of integers with one entry for each faction in the game. This array represents their reputation with each faction. Give each mob a faction ID which is equal to the index in the reputation array of the player Now when you have a player and a ...


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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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First, I would recommend reading this. I think this style is the best combination of efficiency and elegancy. Everything sounds good except for the fact that you can get client packets in the middle of your state loop, which I think would inevitably create errors and bugs due to concurrent reading/writing on your data. What I propose is having actions and ...


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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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