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Please share your ideas with Rockstar on their official feedback site:
https://www.rockstargames.com/reddeadonline/feedback
(Or Google: Red Dead Feedback)
A client server model would add more latency, because you need to transmit everything twice (client to server, and then the server back to the clients).
The additional data could be as small as 2 bytes, and at most 4.
The header size alone of a network packet is 20 bytes. A single frame of telemetry data is around 24ish. So at worst you're adding 9% to bandwidth demands, and if RDO uses a lockstep model it's closer to 0.4% (the typical safe packet size is 512 bytes)
Regardless, 2 bytes of data would raise ping times by exactly 0.
And to be realistic, if Rockstar switched everything to client server, it would take months before it was playable, and they'd still need to trust the client for things like moment and aiming.
Redm is probably obscure enough that no one is interested in hacking it, and has a small enough user base so that the servers can be relatively simple. I've done gameplay programming on some MMOs. Not network programming so I don't know the nuts and bolts, but I've helped deal with hackers in the past.
I definitely agree that Rockstar needs to go client server on future products, but I don't think it would be worth the risk and effort to re-architecture RDO.
My guess is that they've got one high level network engineer over there who's got a [expletive deleted] for peer to peer. Like Bethesda had an awful face animator until Skyrim. If we keep complaining, they'll eventually get embarrassed and fix it.
RDO is the first Rockstar game I've played in a while (I like games set in the 18th and 19th century), and honestly I won't be playing another unless they show PC some love.
I’m not buying Rockstar’s next online title until they prove they can address the rampant cheating. :/