New World explains how it handles server and client authority as players agitate for PvP servers


With the myriad bugs that players have been able to unearth over the last month in New World, there have been plenty of assumptions about how the game handles server/client authority, leading to any number of armchair developers claiming to know how the game’s backend works and how problems should be fixed. In response, one of the devs offered a lengthy explanation about just how the game handles transmitting data from user to server, immediately tamping down the prevailing idea that New World is client authoritative.

“From a simulation standpoint New World is entirely server based. At a high level the model is this: clients dispatch controller inputs to the server, and the server then checks that input for limits that might invalidate it, then if accepted uses it as an input to a character (‘actor’ is our internal name) within server memory. Physics and game rules are then run (entirely server side), and the outcome is sent back to the original client. Clients will then draw the outcome determined by the server.”

The post further goes into a deep and technical dig into how the game’s server/client authority runs while explaining a couple of reasons on how bugs work in the game. For those who have ideas on how New World’s architecture runs, it’s a pretty informative read.

In other news, there’s a growing movement among players to create PvP only servers, with one poster positing that people are realizing that New World is lacking in PvE content. There’s even an unofficial open PvP server being organized by EU players to inject a sense of excitement into the game’s open world activities.

source: official forums (1, 2, 3)
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