Oh considering the list of the drawbacks poisoning any possible design, it is:
- Latency and connection issues:
- In a P2P system, players must connect directly to each other, which can lead to latency problems if there are large geographic distances or unstable internet connections between peers. This results in lag or delays, especially noticeable in PvP combat.
- Inconsistency in synchronization:
- In P2P games, keeping the game state synchronized between different peers is more complex. This can lead to issues like rubberbanding, where ships or objects jump back and forth, or inconsistencies in player actions (e.g., shots that hit or miss differently for players).
- Security and vulnerability to exploits:
- In P2P systems, it is easier for malicious players to tamper with the data transmitted between peers, leading to various types of cheating. This includes modifying their position, speed, or other game variables without going through central servers that can validate this data.
- Disconnections and session stability:
- If a peer hosts the session and experiences a disconnection or crash, the entire session can be disrupted.
- NAT compatibility issues:
- In a P2P system, players need to connect directly to each other, but home network configurations (like strict NAT) can prevent these connections from happening properly. This leads to situations where some players cannot see or interact with others, fragmenting the game experience.
- Load on player resources:
- In P2P, the player acting as the host or relay for a session must handle more network traffic than others, which can cause performance problems. Additionally, host peers may experience frame rate drops or slowdowns if their hardware or connection cannot handle the extra load.
- Limited scalability:
- A P2P infrastructure is less suited to games with large numbers of players per session because each player must manage more traffic and synchronization. This can become unsustainable in large-scale battles or events with many participants, leading to instability.
- Lack of centralized control:
- In a P2P network, there is no central server governing the behavior of all participants, making it difficult to enforce rules or intervene immediately to correct irregular behaviors or handle abusive situations.
- Matchmaking challenges:
- The P2P system can create difficulties with matchmaking, as the game must try to connect players based on their network proximity, potentially limiting encounters with other players in certain regions.
- Uneven player experience:
- Since P2P connections rely on the quality of individual players' networks, the gaming experience can vary drastically between players. A peer with a faster or lower-latency connection will have a better gaming experience than others, creating fairness imbalances.
I never claimed the goal was to create a dedicated PvP arena; I simply pointed out that PvP exists, but like many other player interactions, it involves compromises when it comes to managing resources.
Having creative solutions doesn't necessarily mean being able to implement them. Even with innovative ideas, there are technical and practical limitations that can't be overcome. For example, certain solutions for ensuring security and quality in multiplayer interactions, like data prediction or reliable networking without servers, aren't feasible without the proper infrastructure. So, while the team
may have brilliant ideas, actually implementing them depends on the available technical resources and the constraints of the platform.