#Would something like this work to
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I'm a little worried about people using the random seed to predict if they will get good drops. But I guess changing the seed every 10-20 seconds would be good enough to prevent most cheating
This seems like a much better implementation over what I'm currently doing.
Which is making the server generate all combat, saving it to the database then sending it to the client.
It's pretty slow and causes unwanted delays in combat rewards.
I'm just not sure if this approach will actually work.
I'm not sure where your bottleneck is but switching to cloud save for your database might be an option
the database is definitely a big bottleneck
UGS cloud save?
But it seems very limited on the amount of data you're allowed to store?