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its P2P
True, but my initial thought would be that, since it was P2P in the beta, then some didn't know it changed to dedicated servers. I just wanted to make sure.
Lets talk about why he is wrong in terms of network performance, and then why P2P is better
he mentioned about the lag switch, that you will frozen from enemy's perspective, and you can do whatever you want until you sync the connection again, however, the same case applies in dedicated server, you can use the lag switch technique to delay your action, ever encounter a situation that the players in a server of a game seems frozen (any shooter, tf2, battlefield, or melee game, chivalry, dark souls 3), you spam your attack, and both of you get hit few seconds later? The lag switch is not P2P exclusive problem.
You can argue dedicated server will centralize the hit registration process, and it improves the situation, like battlefield is playable in high ping. However keep in mind, it is a melee game, if hit registration has to go through a server, then the connection is not the shortest distance, and what will happen? There will be a default lag and it is bad for fighting game. Any example? Dark souls 3, has a dedicated server, US Server only, and there goes your phantom range watch?v=H-fplak7u44
ok, game developers should have paid their cost to build servers all over the world, so it is unfair to use this example. Then another example, Chivalry, try with US players since SEA server is only active at weekend, and there goes your 200 ping. Now see the problem? Not only it is not the shortest path so it needs perfect server maintaince and same geog location to be as reactive as P2P structure, but also split the player base and the game will be dead in a month.
While I agree there is security issues, it has nothing to do with the bad connectivity. P2P is necessary for good reactive gameplay over distance and widen playerbase, or it will just become another game serves only to minority of players
in case you want to know precisely why peer to peer is garbage
my argument proves he is full of ♥♥♥♥, in fact I wrote it because of this ♥♥♥♥♥♥♥♥ video
P2P is ALWAYS a bad idea in most COMPETITIVE online games.
if you get 120+ ms on a COMPETITIVE online game (where reaction time is important) playing with your sister sitting next room with a internet connection of 400Mbps while you can get 30-50 ms playing other games based on dedicated servers with people from different countries, then you have a really good example why P2P should not be used in competitive games like this.
Dont always believe what is said about things. dark souls 3 IS NOT based on conventional dedicated servers like some people think.
I dont know about chivalry but what happens with dark souls 3 is that it has dedicated connection servers, not dedicated world servers. The majority of it's mechanics happens client-side so the server still need to wait for the "world host" to send the required information, producing basically the same results as a p2p network.