Can you please SQUISH the numbers to reduce lag?

Yeah, no, it wouldn’t. The client couldn’t act until the verification happened remotely and the verification was sent back to the client. That’s an increase in latency. As it is now, latency is a one way trip from the server, not the round trip a blockchain authentication system would require. And the more people you put into a group the worse latency gets. See: World of Warcraft with group members each in differing areas and originating from different datacenters. That’s why group latency is so much worse than solo latency.

Read more, please. You are literally spewing incorrect nonsense…

You run on you OWN CALCULATIONS until you are proven to NOT BE VERIFIABLE. Then the latency starts penalizing. If you do not try to cheat the system, and get flagged for extra verification, your statement is NULL. And legitimately, my proposition fixes exactly the problem that you describe with current WoW servers.

I’m afraid the “honor” system doesn’t work in reality. Where have you been since gaming came out? The sheer logistics of a decentralized verification system inherently means more latency simply because of the checks required. Do you really think any gaming company is going to allow online clients to act on their own authority “until proven untrustworthy”? Got news for you: That’s Battle.net 1.0. It’s why D2 is plagued with all manner of issues that required the equivalent of aftermarket approaches to the problem (SoJ dump for Uber Diablo anyone?)

You can advocate all you want, but it won’t happen. No company is going to let the endpoints have full reign up front. And no players are going to allow their systems’ resources to be used in such a manner either, especially those that are pushing resolution and graphics boundaries where every last resource is needed to have smooth gameplay.

What you’re describing is actually what a quantum computer does, but that requires that both computers on either end be identical and have identical states to act as automatic verification. That isn’t even possible in the real world yet, only in tightly controlled laboratory conditions between just two endpoints.

The tech isn’t here to make it feasible, users won’t accept it as long as it uses their own resources, and no company is going to give elevated privileges to a source not controlled by them. Physics sort of wins out over your delusions, especially once you involve more than two endpoints.

I’d think you were right, if it was 2008.

Fortunately, the things I’ve stated are true in 2021. It really sounds like I need to spin up a proof of concept in OCaml and deploy to a test net. Or, maybe the Asheron’s Call GDLE emulated server would be a great candidate. Utilize Nethereum to run the C# server code on a private Ethereum chain and see how (un)reasonably it works… :thinking:

i mean i wont go into specifics and get myself into trouble and banned by blizzard but one could easily send verification with their hacked numbers, like “other people” did with D2 to dupe and hack gambling.

What hacked numbers? You are a shard. You do math, 2 others verify. If 1 mismatches, 2 more verify. If those fail, permaban. Those are simple enough. Technically, bots could still operate, but the rules/items of the game would be absolute. IE: NFTs

Probably the best way to reduce lag noticeably is to remove or redesign Area Damage.

As others have stated, the huge numbers are not the problem, but rather the amount of calculations that need to be done

Subtracting 110 from the number 1539 will cause the same effort to calculate for a computer as subtracting several millions from several trillions due to how the computer works.

Area Damage needs to be removed completely or it needs to be redesigned so it only hits up to e.g. 5 enemies at max, which would also reduce the amount of calculations that need to be done, though it would also create additional calculations to figue out which enemies need to be hit.

That is the only real solution I see.

area damage should be removed from any multitarget spell. instead for multitarget spells it should just enhance it’s damage and not proc “area damage aoe”. can still remain the same for single target spells.

All locally with no latency. Hardly compelling. Don’t hold your breath for distributed computing to make a mark in online gaming.

I love a hater, and they are sooooo easy to find on the D3 forums. :rofl:

Someone thinks it will work…:thinking:

hxxps://xaya.io

hxxps://youtu.be/wMd9mvc8pqA <— Best way to catch up.