You strongly discourage me to go to college for computer programming :/Uh, my code's running just fine. I make it a point to keep it working as optimally as possible. Really though, what are you referring to specifically?
The attack/skill cooldowns/delays? Even designed poorly I can't see them being that insane of a performance hit as to start "lagging" the server; time, map, check. What else is there that's needed to be "shifted" server-side? All the usual checks should exist already, but how much of a hit is a simple (non-float) check anyway? A couple of instructions at best; absolutely nothing for a CPU these days. Even floats are handled insanely fast, though I be careful in my use of them to optimise compiled code.
The only thing I can think of that needs to be shifted server-side that (when written poorly) can lag out the server is the collision checks - but don't worry, I've already thought of that.
Bear in mind though that I'm not using pascal/delphi for any of this - that's where you will have had issues. Similarly to VB, it just doesn't compile neatly - always so very.. verbose and ugly.
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