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From what I understood from the article, it's not a pure P2P model, but a hybrid model, which makes it particularly interesting. I think the conclusion of the
by nichochar 9y ago
From what I understood from the article, it's not a pure P2P model, but a hybrid model, which makes it particularly interesting.
I think the conclusion of the article is very good: the experience is great in "free play" (when you're running around a world and people appear/disappear), but (very) bad for doom/overwatch/csgo style PVP (= the crucible).
- fokinsean 9y agoYeah there's been many complaints of people getting DOS'd in pvp play because it is relatively easy to find the player's ip address.
- drawkbox 9y agoThis happens in most PvP games though, eventually a hack is found that allows people to spam messages to win battles/races. In racing games this happens alot to slow other players or force them to disconnect. In Madden when it was on PC, it was very common for people to run something like this as they started to lose, forcing the other player to disconnect and losing reputation while they gave the victory to the player that didn't disconnect. Spam disconnections are handled better now and incentive is mostly gone from that through game design and verification (a user spamming is booted in cheat detection systems), but you have to be aware of that in PvP especially real-time battles, sports or racing type games.