break wrote:in other words if the damage dealt was the same everytime could taht be a possible start for reading or even creating flags?
That was what EGS did. Except that's hard-coding it which doesn't do much in the long run.
Packets sent to a server are "requests" for the server to respond. For example, if I sent a "hit" packet, the server must know that I just hit an enemy. Sounds simple, but then how would the server know:
- Which enemy you just hit?
- How much damage you just did?
- How to show other players on the screen that you just hit an enemy with this amount of damage?
etc.
In other words, sending one packet implicitly sends a bunch of other packets (either from the client or the server) which means you'll have to go through those other packets too. In other words, having one thing functional does not mean everything else will be functional.