Keep in mind you could probably get pretty close in terms of sychronising clients via specifying a vector on the serverside every random x seconds for the bug's direction and duration to travel (could be stored in an attribute?), store the last x,y in other attributes and let the client handle the interpolation easing the load considerably compared to having to execute the script every frame or whatever the execution rate is on the server. Also I realise I've left out of a few details here in terms of players entering at different times, but surely such a scheme is achievable to offload a lot of work the server does on to the clients.
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It always just ends up being off-sync. Not to mention that quite a few players lag quite a bit, which would cause issues when the bugs are attempted to be caught on the serverside. There may be ways around it but it's not worth the time put into it, especially when quite a few houses are already taxing on players devices anyways. I have already developed a synchronized clientside-based seeding system but it's not really designed for something as constant as NPC movement.