Every so often, players engage in discussions on the official New World forum or other platforms about what it is that they want to see in the game, or what they think should change. Most of the time, these debates remain internal to the community, but devs can show up and actually talk to the players, explaining things. This is precisely what happened on a forum post about what it means to have a client authoritative game, with an AGS developer chiming in to state that it’s actually the exact opposite of that.
In fact, the developer explained that New World does not register information based on each player’s client, but rather it does that server-side, predicting what players will do and how they will move - then adjust. This explains why at times players might experience what is commonly referred to as rubberbanding when in truth, the effect and the scale of it depend on what the server simulates and how it communicates with the client. When lag occurs, it happens because players are reset to the position they were in as far as the server is concerned, whereas on-screen it might look like they were located somewhere else and reverted to another point in space.
Some players also mentioned the invincibility glitch with windowed mode and how they could use the bug to be suspended in the air as an argument to further sustain the point that there must be some authority to New World’s client. Still, the developer corrected the assumption once again and stated that it can happen when the server is waiting on the client’s input to complete the actions.
New World is out now for PC.
Source: NewWorld.com