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  1. #11
    GBE's Avatar Senior Member
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    Originally Posted by AI BLUEFOX Go to original post
    No, clarify here, it's interesting.

    The OP has raised a really significant point as it is beyond the knowledge of a lot of gamers what it is they need to do to their network in order to have a good experience on a game that uses P2P to join them together. It's in the general interest to expand the understanding.

    *sigh* Things don't work the way you think they work. But since I've already encountered someone who will go out of his way to prove himself wrong (not you), I'll keep this thread to yourself.

    uPlay is the central service that connects people into a lobby (or squad as you call it). It's still a server on the backend.

    TOR nodes are run by people who willingly sacrifice bits of their own bandwidth to become a node on the network, a layer in the onion. The traffic from a client to the server runs through peers that act as anonymizing layers.
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  2. #12
    i dont know the technical jargon and frankly i dont want to know anything about it, i got plenty of games that do not require me to fiddle with my router and dont see any reason that would justify annoying your customers with such nonsense. all i know is that people use the term p2p when referring to to games that require you to mess with your router. just out of curiosity, do you know why developers implement such crap? the only reason i can think of is that it somehow gets them financial gains, like reduced server fees and reduced maintenance costs or something like that.
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  3. #13
    AI BLUEFOX's Avatar Senior Member
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    Originally Posted by TheNoobZMaster Go to original post
    *sigh* Things don't work the way you think they work. But since I've already encountered someone who will go out of his way to prove himself wrong (not you), I'll keep this thread to yourself.

    uPlay is the central service that connects people into a lobby (or squad as you call it). It's still a server on the backend.

    TOR nodes are run by people who willingly sacrifice bits of their own bandwidth to become a node on the network, a layer in the onion. The traffic from a client to the server runs through peers that act as anonymizing layers.
    You're confusing the layers to such an extent that you're unclear on almost every aspect of the Internet Protocol so best we leave it there, Noobz.

    Suffice to say, setting their home network to run a game properly isn't a good thing to ask gamers to have to do. Clearly some improvement is needed, however that is achieved.
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