2009-10-26, 11:07 AM
(This post was last modified: 2009-10-26, 11:10 AM by xLeviathan.)
eos367 Wrote:On a separate tangent there they can even retain their client by client setting issue by just having the client send it's setting to the server during login and then if they log in on client A) It'd keep the options one way, and if they log in on client B) it'd set them another.
Nexon's biggest problem is Wizet wrote MapleStory with out a single clue on how a client server relationship was supposed to work - they tried offloading everything to the client and now years later they're still surprised when players break the rules by changing what the files on their own machine say to rewrite the rules.
Now they're writing check after check after check (or whatever you call it) when they could've just made the server handle this simple pomegranate in the first place.
Is there a reason for them doing this? Ignorance or...? I'd think it wouldn't be much/any harder to write it to be handled by the server than by the client...
Also, the bit that checks to see if the player is spamming messages beyond normal user limits...isn't it true that when you lag, the client builds up all the messages you tried sending, then sends them at all once whenever the hiccup passes? Could cause issues, I think? Then again, they could set the limit pretty high, since packets are spammed much faster/at a greater quantity than normal human type-speech.
Just my 2 cents. *Waits to be WRONGED* P:

