People claim that nobody can spot them, but they still get hit. Probably the biggest thing is visibility. So you could certainly, for example, "cheat", and get your ship to fire every 2 seconds.īut the server knows the reload time of your ship, and any fire command while your guns are reloading is ignored, so while your ship would appear on your screen to fire rapidly, the server would only include "valid" fire commands in its calculations, and all other players would only see you firing normally. Now, your PC does have some predictive ability, and handles all the graphics rendering. Because there's only one server, it can be powerful enough to not need help with the calculations. It then decides if those commands are valid, and adds them to its calculations. In a server-based game, your PC doesn't tell the server what happens, it basically just tells the server what commands you gave. The downside is that every player has access to the server code. This lets any player host a game on a regular PC, because the computing load is shared. You perform some actions, and your PC tells the server, "this is what happened", and the server takes that from all the players' PCs, and figures out the results. In a client-based game, your PC has some say in what happens. What is the difference, as I am not sure ?īasically, unlike a client-based game like CoD or Battlefield, WoWS is a server-based game.
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