Latency will most likely never or seldom be noticeable due to the nature of the genre, compared with for example a FPS. Very little info is sent back and forth and it is sent seldom and with gaps in between sends, meaning lag is barely ever noticeable compared to most multiplayer games out there.xarn wrote:...but if the latency is small, i guess it's acceptable.
Also, as Knitter mention, not all actions a player does must be sent back to server. Example: Player re-arranges the cards in his hand, or looks at one card in particular in hand. That wouldn't have to be sent to server, it could just stay strictly client-side. (Then again, eventually the server might "ask" the client for such info, if relevant, but that would just be on a need-to-know-basis.)
Just my 5 cents, don't know if Knitter would agree though. In the end whatever he chooses goes given he's lead on the project. Speaking of which.. if you guys are to co-work you should perhaps start by straightening out coding standards, roadmaps etc so you can agree on what needs to be done, how and who. Knitter, I guess it's you're area to start straightening it out when you get the chance.