Or u are doing turn based only.
Got me there

But fo is not that fast, especially with the moonwalk.
If you compare fonline with a fpp shooter, then the 'bitrate' of needed updates makes fo a slow action game. In fo a player position, location or state is quantized (finite, integer -he/she can only be at a given hex and nowhere in between, facing one of six fixed directions), all players move at a fixed rate (well two rate - walk or run), shots are calculated at the shooting frame so there is no need to update a projectiles position and test it for collisions. So if a step (a move from hex 1 to hex 2) takes 0.5sec then for movement you only need the server running at 2 frames per second. I'd be suprised if the fonline server run at more the 8-10fps. For a fpp-type game you need x,y, and z position and x,y, z rotation as a floating point to determine a players position and orientation (or a 4x4? matrix for quaternion), fpp game servers run at 16-20fps, but I wouldn't be surprised if some ran at the same rate as a client game (~60fps).
Anyway, it's getting offtopic, and I don't know enough to be saying how the fonline server works internally.