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And the net code is so ♥♥♥♥, as always, that everyone just basically has some version of a r1 stab.
But seriously, a ping filter would be great.
Last I heard, FROM is being run from a couple overturned shipping-containers propped upright in a back-alley, someplace.
Maybe 1 out of 10 are "normal", whether win or lose.
The other 90% are full of laggers, disconnectors, and cheaters.
Or... the worst invader of them all, the "friendly" invader...
But, I digress.
Good luck to you OP, and all your adventures.
Since 2011 Fromsoft has used what's known as a "peer to peer" system for PvP. This means that a player is chosen as a host and the other players connect to that host.
It has far less to do with players having crappy internet and far more to do with the strength of the connection you have with each other.
Now, hotheadead morons who are a little too.....uh....mentally "involved" in Elden Ring's PvP will very quickly point out that fighting games such as Tekken or Street Fighter also use a P2P system and they suffer no such lag.
This is because of two reasons
1. There are multiple kinds of P2P systems that function better or worse for the type of game you're developing
2. Fighting games only need to exchange information between two players and the interaction takes place on a "closed set." Elden Ring on the other hand is an open world action adventure RPG where a maximum of four players can interact with each other as well as the world around them and this can occur anywhere in that world. That's a lot of information that needs to travel potentially great distances and be shared across 4 participants.
So of course it's not going to perform exactly the same. Anyone who superficially compares Elden Ring's PvP to something like Tekken needs to stand up and walk themselves out of the conversation. Seriously.
Besides, there's a fair likelihood that fighting games also enjoy a matchmaking server that connects two players via P2P.
So why did Fromsoft opt for a P2P connection and why DOES it suffer from some jank?
Well as I mentioned there's a lot of information traveling between players and the host. It's important that that information gets to where it needs to go as quickly as possible.
And P2P connections, believe it or not, are generally better for this than having a dedicated server that live routes the information to the players.
PvP isn't the main draw of these games. It's not the money maker. So it makes sense that Fromsoft would not only opt for the cheapest but the most practical option that would best serve the game they developed and the experience they want it to have. You can be invaded or summoned for Co-OP ANYWHERE in the world.
This is the best system to support that kind of interaction.
If the game had a dedicated server, you'd likely see way more lag then you do now.
Also consider the fact that this P2P system allows you to continue playing without issue even if one or more players in the session disconnect which is undoubtedly another reason Fromsoft opted to go in this direction.
*******************************
The fact of the matter is you simply CANNOT take PvP in these games as seriously as you do in other games where PvP is the core experience.
Because PvP in these games is NOT the core experience.
It's fun fluff.
The jank that comes with it is usually more funny than anything --- IF you go into it with the right mindset.
And no, 90% of PvP matches are not "lag fests."
Generally speaking the system and connections are working just fine with minimal packet loss.
Sometimes of course you'll run into a string of bad matchups.
Oh well.
Laugh at the teleporting players and move on to the next invasion. It's not that serious.
Jokes aside... Yea I know it's probably the best system we are going to get. Honestly... I think my internet at my new place just sucks and that's prolly why my invasions have sucked ass today. Either way you are right. It's not that serious
Crap!
Server/client connections can't do this.
If the game ran off dedicated servers, a host would have to see a loading screen for every encounter, whether it be phantom, blue sentinel, or invader.
Peer-to-peer connections eliminate all of that.
If anybody has used the old-school Napster, they would see downloads connect and re-connect seamlessly, without the need for loading screens or logins.
Just a theory.
They could literally be utilizing Valve's dedicated servers, currently, right-now.
If it's dedicated server, invaders wouldn't have 20 minutes of downtime compared to the 3 minutes they have in a game.
You could pick a server, join in to bs around for a few lives, then leave when you've had your fill.
Alternatively, people that complain about random invasions can have a setting to avoid those servers.
Co-op also wouldn't have to constantly resummon , players could respawn over time like that ♥♥♥♥♥♥ mod.
/edit
Player limit could be 20, like the old gold-source dedicated servers.
Randoms running around ransacking your world map in every way.
monsters could have respawn timers.
When is project mugen set to release?