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YOU DON'T KNOW what's actually causing the problem, that's the real problem, no one does.
Don't try and force your OPINION and your GUESSES on others as fact when you really don't know what exactly is going on with the servers and is causing the connection issues. Only Steam/Capcom knows that.
But you can continue to be ignorant, lying to yourself and pretending you know exactly what's causing the connection issues - you are merely speculating and guessing, nothing more.
Anyone claiming there are no servers involved at all in the game is a fool, that's the point. Clearly there are some sort of server issues going on whether it be with Steam, Capcom or both. Because if two players with solid stable home internet connections are getting disconnected it's because the servers are unstable which is out of the player's control.
No ♥♥♥♥ it'll show up, I have to send you my datastream of info in order for me to appear where it says I do. There's no backend check of data to authenticate it like an MMO, reason why hacking is so easy and rampant. All it does is host the server and shard, it doesn't send data except quest time, players in quest, carts, and quest details back up to the session.
Its just not the server for the actual session, its merely a binder.
I'm not the only one claiming the game is P2P
Its been said the consoles were P2P as well
The point is
The game can still be P2P, if the Steam servers have issues it can still cause you to disconnect as the Steam server is basically the middle man handling some of the communications.
Wrong
If the game is being handled by a dedicated server the only IP id be seeing is the Steam server
We would be connecting to the server for all data transmissions, not each other.
The only time YOUR IP would show up is if we were actually connected to each other, i.e P2P
This is something i actually do have experience with.
Consoles were not p2p either. Sony is hosting the servers and anything PSN has a fit the servers and multiplayer dies with it. it's a Sony Exclusive in Japan because Sony probably said they'd host the servers.
Yep
Borderlands is the same way, for example.
Steamworks for match making, Locally hosted for co-op
I can't say for sure this is 100% true but this makes the most sense to me as to how the connections may work.
@CJ
But I'm not arguing that the game doesn't involve P2P connections. Clearly it does to some extent.
And try not to just solely point the finger at Steam saying "if Steam servers have issues" because for one thing there are lots of other games with multiplayer functionality, P2P connections and their multiplayer is doing just fine. If this were a "Steam server issues" thing then this would be a widespread issue and lots of other games out there would be having the same or similar issues - disconnections, almost never being able to connect to other players at a certain time of the day, this would be going on with lots of other games too.
So again, you don't know if it's just a "Steam server issues" thing, it could be both Capcom and Steam or Capcom mainly being negligent and lazy with broken netcode making it so the game doesn't interact with Steam's servers properly. But no one knows what the source of the issue is but Capcom/Steam.
Uh no, not really. You have to create a session, which the game tells you it's doing on load in. Session is created, it's semi-permanent meaning it's alive only as long as people stay in it then it goes away. Peer to Peer data traffic include: Chat, Stickers, Gestures, Attacks, Damage values, heal inputs, player locations, player status, and player death.
Things Done locally: Monster AI calculations, Personal Number calculations, Personal character stats, and skills.
Things Tracked by Session and Quest: Time, Completition, Quest ID, Target, Rewards, Cart limit, Player Limit, players inside the session whether in a quest or not.
I could be wrong and this could be exactly like a MMO server where data is passed through (stil no verification) based on the session server created.
If the host of a session quits the game in the middle of a quest (I've had it happen on ps4) it doesn't lag the quest, monster, or anything just continues on like nothing happened. However when the session is just killed by steam, monsters run at walls and players take a few seconds longer than they should to leave since they drop when the session does.
Quest shards are linked to the Session id since if the session dies then the quest is split to Single Player for everyone in it.
If I was at my home pc to do so, I'd hop on.