Has ANYBODY of the "P2P sucks" crowd ever thought about which advantages a dedicated server would bring to a fighting game? If so, have you also thought about the DISADVANTAGES? Do you even know them? Have you ever considered that there may be advantages to P2P over dedicated servers, in some genres and games more than in others?
Do you even know how P2P works in comparison to dedicated servers?
If so, and if you are able to have a nice, normal argument, then please tell. But, I guess most, if they are honest, don't really know all too much about the topic, but heard a bit about how much P2P sucks, that games run better if they have a dedicated server catering them, and that connection/ping gets overall better with a dedicated service.
Please let me tell you, at this point and place, that you are wrong. I am happy to deliver a short explanation why, also I could google some more options for you to further inform yourself. I am ready to defend my case with some good and objective arguments. Are you, as somebody who thinks P2P sucks, ready to do the same for dedicated servers?
An explanation of why there is network/connection problems for a number of people and how they could potentially be resolved would be much better.Originally Posted by GewaltSam Go to original post
'Problems your end' has been put forward a lot but is a rather insufficient answer.
Is there a limit to the number of players in a p2p network before potential problems may arise?
Whenever you can use real money to get gear its pay to win. Sorry man....its pay to win. So you believe a rep 3 that never spent any money on the micro transactions will have the same gear/or will be on a equal playing field as someone thats rep3 and spent 500 bucks on the micro transaction boxes? Smoke another one dude.....its pay to win.Originally Posted by PostModernWeeb Go to original post
It's only "pay to win" when money can obtain something that can ONLY be obtained with money.Originally Posted by RatedChaotic Go to original post
At best, this is "pay to get gear faster than someone that didn't pay".
Not pay to win.
Well, the more people are connected over p2p, the more potential errors could arise of course. But, I like to point to the game Factorio ( www.factorio.com ): The game runs p2p, sends only player control inputs over network, and simulates the running game (a factory) on every participating computer fully determined (e.g. there are no differences in what players see at every time). Now, the Factorio devs are writing such a clean code, that just recently, some youtubers built a factory with around 320 players (I think?) in the game at the same time, all p2p, no dedicated server. Somebody dropped or joined from time to time, but it didn't harm the flow of the game at all.Originally Posted by troops_2015 Go to original post
Of course this is Factorio and not For Honor, but I just want to show an example of how p2p works sometimes better than a dedicated server. If you take a look at the game, there's a LOT of stuff happening in a factory, and to send every position of every part to every player and still have a good multiplayer experience is simply impossible.
In For Honor, it's other reasons that speak for a p2p system. I used to link a good article from 2012 about fighting games mechanics, and why p2p is a good thing for it. If you're interested, I'll go look for it.
https://www.youtube.com/watch?v=nxmbb_NvFRo
Here is a Factorio video with over 200 players, can't find the 300+ right now. Please don't let yourself be fooled by the "simple" 2D graphics. There's a LOT happening under the hood, and a big factory not only looks very impressive, but brings even a high end PC to its knees for obvious reasons - you need to see, then you understand
And to the connection problems in For Honor: I'm not saying that the netcode works flawlessly, but I have a lot of games with people that seem to have their routers configured right, and we play 4on4 in the same setup for an hour no problems at all. Most connection issues I got is in Dominion and Elimination, and it seems to me that a lot of those are connected to red NAT (which can be changed easily if you got access to your router settings) or bad internet connections, like WLAN or a ****ty internet provider.
But, if it works flawlessly, like a few nights ago, I can play against a Chinese fellow who has to have at least a ping of 400-500ms to myself (I played with a buddy sitting in China regularly in the past, so I got some experience with the ping to there), and I can play the feint game with him without even noticing any lag issues. However Ubis Simulation works, it did very well in that case. With people from the US, to whom I got a 150-250ms ping, I don't even notice they are not living in my direct neighbourhood, so good are the connections.
Shhh! Badkids need to blame the pay2win boogieman for their lack of skill. They're so sad. Let's just let them have this one...Originally Posted by Munktor Go to original post
What you describe is an extreme version of P2W but it is not the only model used by companies. A more recent version uses exclusive items that are on par with versions that are only obtainable after dozens (hundreds?) of hours of grinding. An even more popular version is letting player buy loot crates that have a chance to drop rare items that would take far longer to obtain normally.Originally Posted by Munktor Go to original post
The only games that do not have some form of P2W are those that only sell cosmetic items for real money. All the rest have some form of paying for a better chance to win.
Do you even game bro?