collin8579 wrote:This leads me to wonder what other things are client side?
The entertainer buffs are from what I understand here, created client side then switched to server side when they hit "agree", thus what we have been seeing since the fix. They just implemented a server side check to make sure none of the individual values have been exceeded, until they can get a more perm fix. (from what I see)
What else is client side?
Is the Reverse engineering based client side? can we turn a 35 into something else?
What about stimm buffs? Are those based client or server side?
I would think there would be a way to watch the data transmitted from our game to the server, and see if we can correlate that with actions to help find out which are primarily client side? I don't know much about these things but thought I would toss it out there.
What about a way to watch more than 1 entertainer at once? Perhaps try to double it that way,, if it is indeed based client side..?
Just get a prog to monitor your packets sent to the server. Go around doing various tasks such as crafting and see what goes to the server and what doesn't.
Things like crafting experimentation points, GCW, bank transfers(not likely). We can also check the files that are stored on our side and see what they deal with.
First the PSG thing, and now this. These can't be the only things stored client side.