Instead of a server processing all the data and information, with Quark, the computing burden is spread across a contained network of both server and client machines.
That will make servers running this system much more vulnerable to exploitation hacks. Whenever you hand off some control to the client to manage server resources (including what rewards players get and don’t get) you either need extra checks, balances, and vigilance on the server-side, or you just give up and let exploiters have a field day.
When Mr beast did his big Minecraft pvp challenge, they did something similar with several servers joined together. It didn’t work with projectiles though, so no arrows or snowballs. I don’t know if this system has that constraint, but you get a lot of weird interactions when you separate it out like that.
That will make servers running this system much more vulnerable to exploitation hacks. Whenever you hand off some control to the client to manage server resources (including what rewards players get and don’t get) you either need extra checks, balances, and vigilance on the server-side, or you just give up and let exploiters have a field day.
When Mr beast did his big Minecraft pvp challenge, they did something similar with several servers joined together. It didn’t work with projectiles though, so no arrows or snowballs. I don’t know if this system has that constraint, but you get a lot of weird interactions when you separate it out like that.