Hahaha , the noob in your username says atleast you ' re a bit self aware . Have no logical retort and only thing the you can come up with is triggered , how pathetically juvenile , it ' s embarrassing for you mate <| sep |> I want to further Canadian American relations with Salope <| sep |> And this comment informs me that you are not serious , you ' re either delivering really lame sarcasm , or trolling . I prefer to believe really lame sarcasm . <| sep |> You underestimate just how much of this game is handled serverside . What you see on your screen isn ' t the game , it ' s your client ' s recreation of the game based on what the server has told it . Even hit detection is partially handled serverside because certain defensive abilities are supposed to override favortheshooter . Intentionally play with high ping andor latency some time . Connect to a faraway region , maybe . Watch how much just doesn ' t happen . Abilities fail to activate or roll themselves back almost immediately . Movement is constant rubber banding . Shots appear to hit but do no damage or sometimes simply don ' t ever fire . The client displays things on its own for the sake of smooth gameplay , but if there ' s a conflict the server wins . A locallyhosted server would have to make all the same decisions as a normal server . This means that all the rules that the server follows would have to be present on the local computer . And that ' s the blueprint .