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Ripperoni in pepperoni. I don't want for honor v2, it was atrocious, no thanks.
Servers are known to exist, but whether they host gameplay or just act as matchmaking (and possibly anti-cheat or data-tracking) servers is currently unconfirmed.
There's good reason to believe it's player-hosted in the model most people think of when referring to p2p, but it's NOT the kind For Honor uses, which is unique to Ubisoft outside of business applications that don't rely on millisecond-scale timing precision.
If For Honor had used conventional player-hosted networking instead of its true peer-to-peer model, it still would have struggled more than Absolver because of higher playercounts which make servers much more important, and much, MUCH larger numbers of NPCs to track, which also add to the bandwidth load. This game is well-scaled for its intended purpose, while For Honor went out of its way to scream "I AM A GAME THAT WILL REQUIRE DEDICATED SERVERS" in every aspect of its design and had none on release because Ubisoft.
The biggest factor in how playable an online game is will usually be the netcode more than the specific type of infrastructure it uses. If the game's netcode is well-designed, it should be stable and reliable for most players regardless of the existence or absence of servers.
GG Devs
R.I.P ABSOLVER