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To conclude, i would say that these games play differently enough to justify the difference in total players per lobby and you won't even notice it most of the time, because you are busy enough fighting for your life in For Honor.
That's not the reason no... 4v4 is more than enough. Just look at the combat system, it's not made for more than that. You really don't want more players...
This isn't Chivalry, this isn't a large scale battle game. Number of players doesn't make a game good or not. The background being medieval doesn't mean the game should have a ton of players. Try out the game during open beta before release, or at least look at some gameplay video, because the game is clearly not what you think it is.
Please don't be silly... Yes we want dedicated servers, but it has nothing to do with the number of players in a match... This is a gameplay design.
[[b]Note-[/b] one exception to this is European "First World" countries; their more up-to-date network architecture (cheaper to update the network equipment of a Swedish ISP than, say, a Texas ISP) and shorter geographic distances would allow for, using standard Sweden-France connection as an example, about 20 player matches with nearly no difference. That would be because the network backbone that connection goes to is, oh, a little over a decade newer than the US standard due to just how expensive it is to upgrade a network in the US.]
That [generally] black or white plastic box your internet service provider installed [not the cable box connected to your TV] that provides you with, depending on the model and setup, wired and/or wireless internet access? That's a router, and it's the real reason why LAN connections are faster. "No, LANs are faster because you're much closer to the other devices." That would be because they're both connected to the same router. The router assigns both devices an internal IP and any connection between the two goes to the router, which means it never has to go through multiple routers like a connection to any online game does [that's where lag comes from]. The router sees that the recipient IP address is an internal device and promptly forwards related communications ["packets"] to that device.
So, we've established that the router controls where packets between devices go, which makes the router's speed of communication a factor in connections between devices. How does this affect the difference between peer-to-peer and server-client network design? Simple, the amount of packets the router has to process. When a game is designed such that clients connect to a central server, each client connects to the server which is connected to all of the other clients. This means the router has to handle one connection. When a game is designed with a peer to peer architecture, however, each device connects to each other device, directly. This means each client's router has to handle a new simultaneous connection for each additional player in the game.
Now, a server is usually connected to a corporate-level network with networking gear that can, potentially, handle thousands of simultaneous connections per networking device, so it doesn't really care if the game has 24 players or 42 players. However, the average router you'll find in someone's house is much more basic; gear on that level really isn't designed to handle dozens of simultaneous connections. Routers like that just can't send and receive packets fast enough to keep up with, say, 32 simultaneous connections. This inherently limits how many players a peer to peer game can have while still maintaining a reasonably stable connection. There are other factors of course, among them game design and what your nation's internet backbone [the lines that run between cities and beyond that connect you to the rest of the world] can provide in terms of speed, but the simple fact is that software cannot trump hardware limitations without design changes, like adding a server. The day that changes is the day I actually get to download more RAM
Edit: If you actually finished my wall of text, have a cookie ^.^ *offers cookie*
"im capturing C :D. Annnnnnnnnd..... i just got attacked by 6 people"