Client Side PVP

wtf is this thread lmao

I dabble with development on my own time, and specialize in scripting. Here’s my two cents:

(Feel free to skip the maximum nerd and go to the tldr if you don’t care about the why, otherwise enjoy the read)

Strictly client side pvp makes local player actions seamless, but things break apart as the server needs to facilitate communication between both clients which causes a significant discrepancy between the server’s knowledge and both player’s screens. Not to mention that any client side code is seriously exploitable by any bad actors and tons of time needs to be spent on strong security systems that will probably be worked around within a few weeks.

Strictly server side pvp keeps everyone synchronized but looks a bit off if the pace is fast enough. Keeping everything server end means that server ping is an issue for everyone and tons of time needs to be spent on optimizing client-server communication to minimize the latency between player actions and them occurring.

Trying to develop a system that takes the best of both worlds and creates a smooth pvp experience takes tons of time to plan, program, test, and perfect, especially with the many problems that roblox’s engine and systems add into the mix that need to be worked out. I do not expect Vetex to have something like this perfected within the near future unless he stopped with the content updates and focused completely on pvp optimization, and given the nature of this game, I have a feeling that pvp isn’t the top priority at the moment, unless you can convince this forum and the official discord peeps to go a few months without content updates and convince the Vetex to stop all of the fun, interesting stuff that he’s doing writing the game’s narrative just so a fraction of the players can have a slightly better experience (I seriously doubt that a significant majority of players come to this game for pvp).

And not to mention that any significant change to the systems running pvp in this game, like a transition from client to server side pvp, would require redoing much if not all of the games code related to hit detection, projectile movement, spell entity spawning, physics localization, environmental destruction, and any movement options that don’t come packaged with Roblox as an engine, and such a change can potentially hurt the single player experience of the game if not handled carefully via additional lag in pve elements, which would also need work done to adapt to new attack scripts. (take this list of changes with a grain of salt, I am simply making assumptions based on how I’d do something like this, Idk how Vetex does things )

Now I agree with all of the sentiment here, Vertex gets a fat smh for handling even a single bit of player interaction in the client in the release version of a game (come on man, I know its probably placeholder until you have time to deal with it like the big elephant it is but could’ve at least addressed it in beta and made the story update big release update). But that being said…

And now, for the TL;DR you've all been waiting for:

Don't expect anything to happen any time soon about this, I know enough about this from experience that keeping the clients in sync well enough for the highest level of pvp in a ranged combat system that uses slow projectiles is like leaping head first into a bullet ant filled, poison coated and electrically conductive blender as an immortal being that only feels pain.

It sucks to hear but there isn’t a quick, band-aid hotfix that I can think of to even consider saying “yeah Vetex fix your game” sarcastically. He pumps out updates quick but I don’t think even he could get something perfect for this game out that fast without being either a broken mess or marginally better than it is now. If pvp is what you care about this is the experience you have to deal with probably for the foreseeable future.

Also Vetex, if you see this, first “Hi!”, but second feel free to tell me how right or wrong this is in your case. For all I know this could just be caused by bad hit detection and its a simple fix, and you actually handled all of this stuff in a reasonable manner. I don’t mind being horrendous wrong just so long as I learn how to better identify these problems from playtesting, makes finding script bugs that much easier.

2 Likes

Thank you for the very insightful information, I will keep this in mind for the future. Also a great explanation to @Zedex_Mrdaddy, and instead of bickering with people, maybe try and be patient.

Oh shoot I forgot to answer the question at hand, got carried away with the code…

Basically it was probably made client side for test purposes early in development and Vetex forgot to switch over to a better system as development continued, but I am not he, so I am not know.

Music thank you for the well explained… explanation This does make things alot more clearer and I do understand , it is annoying but I didnt expect a fix anyways, its good to know why it happens, now as day is saying I will “stop bitching” as I have gotten an answer that actaully explains something, once again thank you and have a great day

basically what I said in simpler terms but he needed more depth so lol.
Vetex is trusting the client way too much, he should probably close the game tbh and redo most of the code in his game plus I would definitely be fine with that happening.

inventory wipe bug might be because of that tbh.

plus this also,
I found this when a guy was spamming “look how easy it is to dupe” and he got banned from the discord,
abc

1 Like

bruh wtf is with them replies this man asked a serious question and ya’ll acting as if he’s retarded

clientside is fucking stupid though can’t even release some dumbass out of a jail cell because he doesn’t see the bars being broken and he can’t break the bars themselves cuz the dumbass got himself captured while using poison magic :clap:

Btw the reason behind this is apparent latency issues which already happen in the game anyway, my solution to this would be putting other stuff clientside and making at least SOME pvp stuff server sided like destruction, but mostly the projectiles traveling cause the projectiles are the biggest issue rn

This problem has happened to me too before as well, often on a lower end device. It doesn’t happen to me as much as it happens to you, though. This is a nuisance.

This is a ping issue not client sided because the clouds are also client sided damage