Its not even really their issue. People are attacking someone else's internet service. Wtf can they actually do besides give someone a ban. Then the person that gets banned just makes another account. Bungie isn't the world police on the internet.
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Their P2P system makes it possible in the first place... So yeah... Blame Bungle. Blame the parents of the children doing it as well. All the "harmless" glitching/cheating/exploiting that Bungie condones by doing nothing about it... Yeah blame that too. You reap what you sow. This is the future of gaming given it's current state. Spineless Devs like Bungle are allowing it to happen. Spineless players as well. Scrubs everywhere - making the games and playing them.
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That doesn't make sense though. They aren't attacking Bungies p2p system. From what I understand they are crashing your internet service. I'm probably wrong and if I am please correct me. Even if they had dedicated servers how would that stop ddos?
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Bearbeitet von Southern4x4: 11/8/2018 3:12:02 PMBungle's P2P system makes obtaining your IP address simple. Dedicated servers protect your IP. Wide open NAT for optimal game play. NAT2... Good to go. NAT3... Issues. Bungle is absolutely to blame for this.
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Frank, in addition to below posts, it’s also about IP visibility inside p2p. It’s easier to sniff out specific p2p IP addresses inside specific activities, especially pvp. Because in p2p, we’re directly connected to each other when in a pvp match. On a dedicated server that holds maybe several thousand active players, it’s almost impossible to determine who the other 4 players against your fireteam are while inside a competitive match. If I know all four of my competitive fireteam’s IP addresses, then the other 4 are from the opposing team. In peer to peer networking, it’s plainly clear. In dedicated servers, the only thing I would be able to see are the IP addresses of everybody on that entire server, not who is in an activity with me specifically. There ARE strengths and weaknesses to each architecture design. But, without a doubt, each person’s individual security is at a much greater risk, MUCH greater, inside peer to peer. imho, in a shared, persistent, and competitive game world, p2p could very well be a fatal flaw.
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Very informative. Thanks
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Because with P2P connection you are attacking one person's internet service. It takes a mammoth effort to take a whole server down and since you are in that server taking it down means taking yourself out as well. Thus everyone gets a loss including yourself. And if you take company servers down they are going to come after you and hard. One person's connection yeah you are right no one gives a rats ass. You start costing company money and they are going to work on finding you and taking you behind the woodshed. Most people are not equipped to take a serer down by themselves.
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Yes, I understand now. Thankyou
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Bearbeitet von Zero: 11/7/2018 8:50:48 PMDedicated servers could hide ip addresses AFAIK, so it would stop ddossers from acquiring the opponents ip and crashing their connection
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That would not stop it, 1 young kid took down PSN so dedicated servers don’t mean squat.
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Ahhh, ok thanks. Other than money I wonder what is stopping them from dedicated servers. If it would benefit the game significantly it should be a no brainer.
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The issue isn't just a matter of switching servers, hiring or paying their existing developers to rewrite the code to work with a single-server system would be an enormous undertaking. The costs would likely rival the initial development costs for the game itself, and few franchises could afford such an endeavor so late in their game's life cycle.
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They can ban the system, overwatch does it to their worst ddos/hackers
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Yup, so they would have to purchase a new console. I thought only Microsoft could do something like that.
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Yes only Sony or Microsoft can console ban.