Is it possible the instancing is unfixable because its using clients instead of a central server? I dont really know how it works but thats pretty much right isnt it?
I think the only real defense of the client system is that its cheap. It fails at just about every other test. To be fair![]()
It is much, much cheaper. But latency is key for a good connection where the relative positions & direction changes of players is important. It's not a poor alternative, it's genuinely a pretty good solution.
I think the only real defense of the client system is that its cheap. It fails at just about every other test. To be fair![]()
Funny how a genuinely pretty good solution seems to work a lot worse than the client-server model used by all MMO's out there while games using P2P all appear to have the same problems (just see what happens with "For Honor")
So please explain why I can have smooth gameplay running around in any of the main cities in FFXIV with lots of players running around yet still (sometimes) have networking problems in E: D when I'm all by my lonesome in Solo...
DIRTY ROUTER!!!!!This has nothing to do with 'instanceing' Likely your network connection (to ED) has problems. It happens.
btw your network 'speed' is not important for gaming. The network 'speed' is about the same for everyone (light cant travel slow, neither can electrons). The amount of data you can send per second is related to your bandwidth. What is causing problems when gaming is Latency! Consumer hardware is not know for its good performance. Neither can you contain other factors in your home network like family and bad cabling.
Because it's swings & roundabouts. If ED were to run on dedicated instance servers there would be some improvements, and some things would be compromised, in general.
Having networking problems while in Solo is a situation where there are fewer variables so it would be easier to diagnose, but there is still a good chance the problem can be mitigated at your end, you won't know unless you test it, or submit a bug report with enough info (or enough samples maybe if lots of people have the same issue).
The biggest intermittent problems I have in terms of network stability are ime usually weather related. Anecdotally if there is a storm over Ireland I'm gonna have a bad time. I don't live in Ireland, but AWS does. YMMV.
Not to forget P2P architecture and the client-side decisions and checks coming with that,
open doors for tricking the servers and the game.
Client-server is more expensive to run, but reliable and resilient.