If you'd have said "player" there you'd have been completely correct.
To be fair, quite a lot of games manage to have p2p work fine. Including across geographical boundaries. There is no such thing as perfect; but the somewhat infuriating way the game ignores peers, even though they happen to be 180-210ms apart, but in the same spot, does beggar belief at times. I shouldn't have to wing up with friends to even see them. Friends. Not even randoms. Just friends.
Or when I can crank up the VPN tail, log in, and pretty much have everything work fine (with the occasional p2p burp, which is to be expected) or simply send a wing request and 'magically' they pop into the same instance.
I'm sure the decision making algorithms are nudged every so often, but they've gotten super aggressive about what constitutes 'okay' from a visibility standpoint. It's not like I am on spaghetti either; 100/50 fibre with a ton of network capacity so very little latency, even to the US/ UK now.
Blaming literally everything on p2p, is misplaced. Like anything, half the battle is how you use it; not what it is. It's maligned a lot, yet it can scale in a way that client/ server can't without some seriously insane amounts of compute and just a frightening amount of capacity. There is a reason 'mega server' type systems are still pretty rare and with the really big houses.
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