Thank you for taking the time to respond. You confirmed I understand relevancy properly. But the following part of your answer is precisely what I’m having a hard time to wrap my head around :
. Why? When relevant, the actor is loaded with its attributes, he attacks me, I calculate damage locally given the loaded attributes, how would I end up having different values the server has? I have no doubt you are right, I just don’t get why. From what I can see (not much) while values wont be literally synced since attributes are not replicated on change, they should stay the same as calculations should be based on the same values therefore ending up with the same result, be it with 2 or 20 players around.
Well I guess I will have to inform myself on the movement subject at some point, for now it seems out of my league. With Able, I’ll still have to implement my own movement component to save up some bandwidth?