For Honor

For Honor

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P2P or dedicated servers?
Title really. I can't find any hard evidence so far, would be nice if cleared up.
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Showing 1-13 of 13 comments
Raidden Feb 21, 2017 @ 4:14am 
P2p system that "works" which is a lie. A lot of errors are there amd in the rare occasion you may need to alt f4
cant find any hard evidence? considering like 80-90% of the reviews ♥♥♥♥♥ and moan about it being p2p and the fact that theres videos about For Honors Special P2P system. should be more than ample evidence.
its P2P
Originally posted by Kitsue:
cant find any hard evidence? considering like 80-90% of the reviews ♥♥♥♥♥ and moan about it being p2p and the fact that theres videos about For Honors Special P2P system. should be more than ample evidence.
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.
fair enough assumption
my arguement to any argument

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
Last edited by CEO of La Responsabilité; Feb 21, 2017 @ 4:24am
Foxman Feb 21, 2017 @ 4:27am 
Thank you!!
UNLUCKY STAR Feb 21, 2017 @ 4:28am 
https://www.youtube.com/watch?v=38sPNZ8QHO4
in case you want to know precisely why peer to peer is garbage
Last edited by UNLUCKY STAR; Feb 21, 2017 @ 4:29am
Originally posted by COLONEL FEUERBUSCH:
https://www.youtube.com/watch?v=38sPNZ8QHO4
i think we need about 50 of these in each thread asap
Originally posted by COLONEL FEUERBUSCH:
https://www.youtube.com/watch?v=38sPNZ8QHO4
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
voss Feb 21, 2017 @ 5:12am 
I dont know where you learnt about network connectivity but you are wrong on that statement.
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.
Last edited by voss; Feb 21, 2017 @ 5:15am
Originally posted by voss:
I dont know where you learnt about network connectivity but you are wrong on that statement.
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.
um, maybe I should review my point again. My experience with dedicated server for melee game is have high latency (dark souls 3 and chivalry), while there is none in p2p (street fighter, naruto etc)
voss Feb 21, 2017 @ 5:38am 
unfortunately our experience neither always reflext what the reality is nor what happens behind the scenes.

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.
Last edited by voss; Feb 21, 2017 @ 5:39am
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Date Posted: Feb 21, 2017 @ 4:12am
Posts: 13