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On 6/10/2026 at 12:18 AM, RobinHoodye said:

I don't understand anything that needs to be modified to solve sync, as from the above explanations I really don't understand anything, I'm confused.

Metin2 uses a system where you "gain ownership" over monsters and players that you attack. That owner client will then send updates about the entity to the server which are accepted if reasonable enough. It is actually not meant to reduce bandwidth (the opposite, it actually increases it) but rather to improve responsiveness for an attacking client. Basically seeing the result of your action immediately without having to wait for the server to validate and broadcast it. It also avoids that the devs have to re-implement the entire combat motion logic on the serverside especially if the attacks and pushes are a bit more complex (e.g skills).

 

With that being said, it is an outdated concept that was utilized in some olders korean mmorpgs. It is not really used in any modern games anymore and streaming the entities from the server is now the preferred way. For my project Metin Rogue I just completely removed any sort of client predictions and nuked the ownership system and let the server fully controll any movement. PvP feels more responsive than ever and I would argue also way more fair. So to truly get rid of the system you will have to change how entities are synced in the first place which is rather difficult if you are limited to the original server.

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