Separating server ticks from "graphical ticks" in Feature Requests
I don't, but I may just have access to a game with a large player base (~100 on a server) that may elect to experiment a bit for us, I'll have to have a chat and see.
Also, I don't know if 'network programmer' is a real title, but people who do that job are few and far between. Having that on your resume really singles you out as a unique programmer.
Every response you've given me so far seems to show a great lack of actual research. Just sayin'.
There is such a thing as a programmer who has worked extensively with low-level network code, and I would wager they're less common than regular garden-variety programmers, but that's about all you could say.
The hard problems in networking tend to be at the lower layers, not at the application layer. Using TCP or UDP to send data for a computer game is a simple and boring problem. As computing power and network performance increase it only gets more boring. If you're looking for a job that deals with computer networking, The interesting problems tend to be in the hardware or lower software layers, or in security.
However, I'd like to mention on #2 that it's not just one packet per frame, it's one for every player. But, most likely two, one to the server from the client and one from the client to the server. (I assume there's more from server to client for sending updates.)
With a networked application, you often need multiple people to test it, and you don't have the same luxury for debugging. So, sometimes bugs are much harder to find and require a lot more thought.
And another part of it is deciding what to put into the packet so that enough information is sent without bloating the packet.