@michaelb @james can I request that we have a dedicated log for "Slow Network Warning"s that we can all upload please?
It should also log impact damage/deaths so you can see how much we’re affected and how the times correlate across servers.
At the moment the client seems to check every single click and keystroke with the server, which I imagine is a good anti-cheating mechanism but it does cause big issues with rubber banding when the client and server become out of sync. You end up swap something in your inventory over and over and then suddenly they all bounce back and you see that you’ve been clicking different items based on where the server thought you were clicking.
I think the client should have “priority” bumped up a bit and perform more interface functions without double checking with the server.
Should probably also increase the “steps” in which player “look” movement is broadcasted to the server and “glide” the movement when sending data out to other players.
Think all of this would massively lower overhead and give everyone a better experience.