The abandonment of P2P and the transition to a real client / server

David Walsh said : "We’ve been working very hard for a long time on some truly mouthwatering new features which fundamentally transform the game" ---- The abandonment of P2P and the transition to a real client / server could transform fundamentally the game ?
 
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It would transform the game for sure offering a more stable experience for some players.

However, as Valkyrie said I doubt it too.

(I only suggested that in the other thread being facetious - we will know soon enough what FD have in store for us)
 
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I don't think so. I think it will be something shiny that will attract new players to the game. Besides, this would be too big to change at this point, the whole game is built that way, they wouldn't spend so much time and resources redoing something they've already done, and that would require a massive infrastructure to maintain.
 
Yes but it would transform fundamentally the game ? (More players by instance, more stability, possible new functionalities etc ...)

Well yes. More people per instance and more persistence with objects. It would be and could be a very different game with the affordable leg room, however that does not necessarily mean that it would be a better game.
 
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I don't think so. I think it will be something shiny that will attract new players to the game. Besides, this would be too big to change at this point, the whole game is built that way, they wouldn't spend so much time and resources redoing something they've already done, and that would require a massive infrastructure to maintain.


Perhaps ... :)

As said David (Walsh), "very hard work for a long time which transform fundamentally the game". But it is only the science fiction today

:)
 
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David Walsh said : "We’ve been working very hard for a long time on some truly mouthwatering new features which fundamentally transform the game" ---- The abandonment of P2P and the transition to a real client / server could transform fundamentally the game ?

....and would likely encourage me to avoid open mode. P2P, while not perfect, offers me a situation wherein I can be reasonably confident that I have a reasonably good connection with other players I encounter - ie a more level playing field if it comes down to PvP combat (hacks and such aside that is). Regress to central server infrastructure and put players like myself in situations where we face combat with a significant disadvantage due to latency (as observed with many other online games) due to being more distant from the server, and it's even further disincentive to participate in open. In my opinion......
 
....and would likely encourage me to avoid open mode. P2P, while not perfect, offers me a situation wherein I can be reasonably confident that I have a reasonably good connection with other players I encounter - ie a more level playing field if it comes down to PvP combat (hacks and such aside that is). Regress to central server infrastructure and put players like myself in situations where we face combat with a significant disadvantage due to latency (as observed with many other online games) due to being more distant from the server, and it's even further disincentive to participate in open. In my opinion......

Sorry but that's a thing of the past really... Especially in a game like this! Have u played any modern fps's ? Unreal tournament, quake live. Blah blah... The latency I'd NOT an issue.. There's also net coding that uses client side hit scan times and that gets sent to server... Which basically means latency doesn't effect your hits/actions.
 
Sorry but that's a thing of the past really... Especially in a game like this! Have u played any modern fps's ? Unreal tournament, quake live. Blah blah... The latency I'd NOT an issue.. There's also net coding that uses client side hit scan times and that gets sent to server... Which basically means latency doesn't effect your hits/actions.

Sorry but that's simply NOT what I'm observing. I've played many online games over the years. The single underlying problem in EVERY instance is that you cannot overcome the disadvantage that comes with being on the other side of the world from a host server (be it US, UK or EU). Don't get me wrong, I usually find things playable in such games, but it is often impossible to be truly competitive. There's a big difference between a competitive game simply being playable and being able to compete on a level playing field in the process.
 
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Sorry but that's simply NOT what I'm observing. I've played many online games over the years. The single underlying problem in EVERY instance is that you cannot overcome the disadvantage that comes with being on the other side of the world from a host server (be it US, UK or EU). Don't get me wrong, I usually find things playable in such games, but it is often impossible to be truly competitive. There's a big difference between a competitive game simply being playable and being able to compete on a level playing field in the process.

r u on dial up? and what games? the last time I had latency issues effecting my game play (except rare rare instances) was when I was playing competitive ladder Unreal Tournament 2004, and that's before Netcode was introduced...
 
Sorry but that's a thing of the past really... Especially in a game like this! Have u played any modern fps's ? Unreal tournament, quake live. Blah blah... The latency I'd NOT an issue.. There's also net coding that uses client side hit scan times and that gets sent to server... Which basically means latency doesn't effect your hits/actions.

Go play Battlefield 4. You have a high ping you are king.
 
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