This depends on the implementation. My example was just a basic explanation of how I think it might be achieving a lightweight-look.This ultimately isn't a good thing when it comes to PVP right? I say this because in native bannerlord multiplayer, if I have 300 ping then the only impact that'll have on other people is seeing my character reacting slowly to things. It seems like in Bannerlord Online if I have 300 ping and swing at somebody, my hit will just go through them without applying damage initially and on their screen they won't even see me swing at them yet. Then all of a sudden I will see the damage apply, and the enemy will be wondering how I even hit them.
I might not be understanding this properly so correct me if I'm wrong, but Native multiplayer handles players with high ping much better than Bannerlord Online's system will correct?
If there are no checking ( which I doubt this is the case ) then you can "mock" combat and send data as if you are hitting someone and drop their health - even in no ping case. But if there are a timestamp checking and two-way checking ( i.e. you hit someone, server checks if you are even at the same place, if your last combat params/hash matching etc etc then it can allow ) But in your local-copy you could still be seeing that person getting a hit, bursting blood etc, but that might not be the case in real life which is confusing for the trigger person - which is you, in this case, as a high ping person.
So I wouldn't say it handles better but more fairly for both sides. But of course, these are all based on vague assumptions I make. I'm not MP dev or network guru.