Squicker
S
As for P2P, I dunno, perhaps it was done to maintain a certain performance balance between people from all over the world, as opposed to Euros connecting to Euro servers, Americans connecting to American servers, and oceanics like me getting shafted like usual.![]()
Ha, yes I don't think we've ever seen the words, "our dedicated Oceana multiplayer Server" in the online gaming world!
I guess if the P2P solution ensures only local people group in instances (and I think I may have read it does this a while back) then some significant performance bugbears may be dealt with, but there's still the wild card of someone with a cheap ISP who has stupid low uplink ADSL making the whole thing grind to a halt.
But, imagining FD have dealt with that issue (which I guess they must have done very early on to even consider P2P in the first place) how do they deal with data and client integrity? Does anyone out there know? Internet clients by their very nature are untrusted and whilst it’s pretty easy to bandy about words like 'encryption' and reputation', every word used is another expense and complexity in building the solution relative to a tried and tested client\server system (albeit much loathed by our friends in Oceana!).
Maybe someone can point me to a DDF item on this one, it would be interesting to understand the thinking and solution.
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