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— English Version —
🛰️ Notice on Full Network Architecture Upgrade
Dear Players,
We have long been monitoring the cross-region server experience, and the current architecture is showing runaway latency control. Players frequently encounter missed hit detection and enemies not being downed after being shot, which severely damages competitive integrity and fairness.
To fundamentally fix network-judgment bugs and restore a fair competitive environment, after thorough investigation we have decided to launch a major network architecture upgrade: full adoption of the original Metal AssaultGigaslave core network module (proprietary professional networking library).
Upgrade highlights:
The new system uses server-authoritative simulation: every position, movement, bullet trajectory and hit detection is computed in real time on the server and synchronized to all clients. Your local device only sends input — visuals, position updates, hit feedback are all pushed by the server.
Delivers 100% precise match decisions, eliminating ghost shots, missed hits, position desync and other network anomalies. All players see exactly the same world state — fairness is enforced at the root.
The only trade-off: a tiny server round-trip on every input. After pressing a key, your character animates only after the server confirms. Latency stays within 0.6 ms – 1.3 ms under normal network conditions, peaking at 1.9 ms at the worst (some adjustment may be needed at first).
Overall, we trade an imperceptible input delay for unified, precise judgment and absolutely fair gameplay, putting an end to the long-standing network-judgment chaos.
To respect everyone's wishes, a 24-hour public vote is now open. If the Yes votes exceed the No votes, the new architecture will roll out 24 hours after this notice.
Thank you for your understanding and support. We will keep improving the experience.