For gaming anything above 100ms is very bad/unplayable.
Having lasers as basic weapon makes it even worse. They hit instantly, shot travel time is 0 ms. How would game compensate for that, if ping is 100 ms or more?
Servers are easier. If two players are dueling, combat actually goes on on server, all vectors are there and they both see only reactions on their actions, compensated by ping as much as possible. How does it work for p2p structure, if every peer is having it's own ping? Where combat is? I guess one event (like hit-or-miss) can't take place on both computers, because one could see a hit, but other could see a miss! Huh...?
To be clear, I'm not for changing EDs architecture (even if that would be possible). I just like to know how things work.