Rosh
Erudite
- Joined
- Oct 22, 2002
- Messages
- 1,775
Sheriff_Fatman said:Of course it makes use of the original code. That doesn't get around the fact you still have a different client for every mod and still have a very large download to get there.
YOU DON'T DOWNLOAD A CLIENT, YOU DOWNLOAD A PATCH THAT ALTERS THE EXISTING CLIENT AND ASSOCIATED MATERIALS.
Dodge your way out of that, fool.
No, the server does not do "basically everything." The client does a whole lot of things, centered around processing the data from the server and making it meaningful on the player's machine (and of course returning information to the server). On platforms other than network terminals, the client also does all the interaction with the O/S of the client machine.
The point was, in case you missed it, the server does all the calculations, all the resolutions, it waits for player input, calculates, and then sends what the results are to be displayed into the gameplay calculation-vacant client to be displayed to the user.
In an operational integrity of the game and for the purposed of MMORPG dumb clients, the server does everything in regards to the game, except provide a pretty little display for the sheep on the far end.
"Dumb client" is inaccurate in the way you are using it. Dumb clients would not be possible for a computer game, or any app running on a PC. The best you can hope for is a thin client.
In this application, all server-side calculations are what makes a dumb client for MMORPG gaming, to prevent exploits. MMORPGs use them, RTS games are running into requiring anti-cheat technology because they are not dumb clients.
There is something called UOX. It emulates UO's servers, where the cost-free server admins can do whatever they want in terms of development, and it will still use the official UO client without any client-side patches.
The funny thing is, they can add in new skills and other material quite easily, no patching required on the client's part or anything needing to implement this. All the changes are done to the server and all the player needs to do is change some config settings and they can play.
This is number (2) on my list, above.
No, it isn't.
2) update every server (or build a new server) everytime time a new client is released.
The ONLY case this might even be true is if they drastically changed the protocol or client. But then again, what if the player decides to not update with OSI's regular patching and keeps to the 3rd party server?
Didn't think of that, did you? It puts a nice, gaping hole into your (nonexistent) argument.