I'm seeing a lot of people complain about Bungie's decision to stick with P2P over DS. Personally, I don't really care, as I've never taken this game's PvP seriously. So while I can identify some issues related to P2P, they frustrate me at worst. In terms of PvE, the P2P issue is a lot less significant. But that's just me, and since I'm a PvE player primarily, I would rather the money get spent on something else.
My main question is: do you actually know the difference between P2P and DS? Not just broad strokes, but from a technical standpoint, could you explain how the hardware change would impact the performance of the software?
If so, do you really care about this decision?
And please be honest, the pole is anonymous.
Edit: The weekly update has some interesting news on this front.
-
There was a cool post on reddit that explained the new matchmaking system
-
1 ReplyAlthough I don't care either way, I would like DS. I also have to disagree with you on how P2P affects PvE. Sometimes it is very noticeable (not as much as PvP though)
-
I don't even care, honestly. When D1 came out, I played no PvP outside of IB one week for a weapon I wanted the first seven months of the game. I kind of expect the same thing with D2 and I won't be around after seven months.
-
I haven't really had an opinion on it, mainly because I don't really understand the difference. I'm going to research it now.
-
My man, you're spot on. Destiny is a casual fun shooter. People gotta stop getting their panties in a bunch over the competitiveness of it. I personally play halo 5 or rainbow six for that.
-
Edited by Dr Livingston 9: 5/26/2017 11:51:57 PMI know a small amount of networking no expert by any means but i was asking questions on youtube to someone who is a network engineer. I was able to understand the general picture of what is going on. There was also another network engineer that was disagreeing with the other network engineer. The first network engineer was saying dedicated servers was the way to go no matter what. He also has a background in background in IT payments, Enterprise Architecture and Network Engineering. full dedicated servers are the best way to go. That there is no reason for bungie not to have dedicated servers by this time . from what he told me was that he did not think it was a money issue for bungie but actually a lazyness issue because if they went full dedicated servers it would be a lot more work to maintain and put out frequent patches. Basically its a lot more work and commitment. the other guy who said he was a network engineer said the system bungie was using was meeting the role essentially what a dedicated server would do. do i care ? yes because the first network engineer said he thought the real reason for the 4 vs 4 only crucible is because of bungie's networking system cant handle more so the game in a way suffers. the 4 vs 4 ONLY option for crucible ticks me off. not that 4 vs 4 is bad but that destiny 2 will have EVERY game mode the same amount of players where in destiny 1 we have options and it gives different types of players choices. nothing ticks me off more then 4 vs 4 only pvp. why not have options for players . having no diversity in the amount of players sucks. what if there is no rumble because of this? this is about fun factor and not pvp seriousness. by allowing different number of players in games it gives choices to everyone. im making a prediction there will not be any more players or big team battles in destiny 2 that the max and the minimum will only be 4 vs 4. This is do to the map sizes and bungie deciding not to go with full dedicated servers. would i care if it did not effect the game of course not but i dont know that 100 percent and i feel also the reason why crucible is scaled back is because of no dedicated servers.
-
1 ReplyEdited by DuBChiri2: 5/26/2017 2:39:37 PMIf I, a person with 3 mb/s down rarely if ever lagged in pve, and in game modes with 6 or less players (meaning skirmish and the rest)...I know I don't give a shit. At worst in pve my mic lags, and that's only during 2 raid bosses, aksis and oryx, the ones notoriously known for being laggy, but ads don't lag, my mic does. Period. Get off the WiFi box, pull out those Ethernet cables, AND START HOOKING SHIT UP!
-
1 ReplyWhat I know is I'm lagging and getting kicked in battlefields too
-
2 RepliesThey are adding dedicated servers. It's going to run as a hybrid between dedicated and p2p networking. It wont be foolproof but it'll be a massive upgrade compared to D1
-
2 RepliesSomeone who's been PMing me over the last several hours tried saying that dedicated servers and 60fps are more important than content... Also that bungie are lazy for not inputting either despite working on actually more important things... like content...
-
2 Replies[quote]the pole is anonymous.[/quote]
-
1 ReplyThe main difference as I can tell from playing on games with dedicated servers and Destiny is in Destiny you blame p2p bullshit for lag and disconnects. You call Bungie cheap for not investing in dedicated servers. With a dedicated servers you blame the servers for lag and disconnect and call Bungie cheap for not buying better servers. In both cases most of the time playing the game is fine. XD
-
This is another one of those vocal minority things. They know that they are outnumbered so they make as big of a fuss as possible to be heard.
-
I just want to play D2 and couldn't care less. I play both PvE mainly and PvP when Iron Banner comes around. There were times in the Crucible where the game lagged real bad, but for the most part it did not. I'll leave it up to Bungie to figure out the networking. The wanna-be network yahoo's who respond on a forum know about as much about networking as I do about nuclear science. I would suggest all of you read Jewbacca's post above. He explains it in simple english and it makes sense. The real reason Bungie didn't implement dedicated servers for D2 is it would be an investment nightmare and not worth it in the long run.
-
I don't care how they work. I care if they work. [spoiler]The luckiest seven you will ever meet[/spoiler]
-
I kinda know what it is. P2P relies on the players internet, and DS relies on Bungie's servers.
-
7 Replies[quote]I was originally going to just skirt this post, but then you had to come and call it a competitive game, which it is not, and also I'm kind of tired of seeing the same thing ten times over every day, so let's just end it here, now. As an independent game developer, this is a question that comes up very frequently in discussion with potential players, but unless you actually have a network coding background you really wouldn't understand, so here goes. [i]There is a minimal difference between the two networking models as it pertains to game latency[/i]. There, I said it. But Phantom you say, this is obviously not true because every game I play that has dedicated servers is almost lag free and I'm almost always prone to lag in Destiny. The problem you're experiencing here, has almost nothing to do with the source connection, unless the provider of the source connection is just terrible by today's standards, which most games can very easily detect. And dedicated servers experience the same "distance" issue you sometimes experience as well, there's no avoiding it, period. What you're experiencing is a problem with the networking layer of the game itself, and it's very easy to spot these issues in both sides of the game. The Destiny Servers (Which handle things like API requests) are consistently pinging each client with packet requests, which the game's socket system then must process. Meanwhile, the networked instances (Almost everywhere), must also handle requests from the other players, as well as which ever game instance is designated as the "host" instance, if you want to see this for yourself, download the Wireshark program, and have it listen to your console's IP address while you play, you'll see hundreds of requests add up in a manner of seconds. The problem is not that your console can't handle it, it's that the game is still capped at older console standards, even when you're playing on the XB1/PS4, and that's just there to make the code base all that easier to manage for the developers. This is why I find this topic to be completely pointless, and one that needs to go into a hole, and burn already. D2 is running exclusively on the new console generation and PC instances, the hold back isn't going to be an issue here. Don't believe me? Wait until the beta and see for yourself. Secondly, as Bungie has stated, hosting dedicated servers for the scale of the game here would be absolutely silly in these regards, as you would need to either purchase or rent hundreds to even thousands of them to be able to meet the needs of the entire playerbase at a given time. Do the math on those costs, and tell me it's a worthwhile investment.[/quote] [quote]I'm not aware of For Honor's system, as I don't own the game nor have looked too much into it. As for the older consoles restricting the use, it comes down to the console's RAM. Networking instances inside of a "typical" (I use this word here because I don't know how Bungie's engine does this) game engine creates a Network Manager object, which then handles the Socket object instances. Each Socket instance takes a bit of memory up because of what we game developers call Bit Stream objects, or the type of object that transmits bitwise information between server and client. In a game like Destiny, you can have hundreds of these stream instances running at any given time, so from the XB360/PS3 standpoint, you need to cap these objects to a certain point such that the overlap doesn't exceed the RAM of the console (Remember, you need to save it for the other aspects of the game as well). By capping the number of these objects, you're forced to optimization practices such that you can fit as much information in these as possible without going over the limit, this is usually done by clipping down on Doubles (F64's) to Floating Point Numbers (F32's) which can cause some accuracy issues (Stutter). Lag on the other hand can come from packet loss, and when you're cramming this much information into these streams, you can see how even a single packet being lost, can cause some pretty substantial issues. Interpolation usually handles the loss to a point, but remember, Humans don't conform to consistency as computers expect, which is why "lag" can cause some "interesting" things in Destiny.[/quote] -Phantom13927
-
Edited by SmashvilleViking: 5/26/2017 1:03:56 PMThere are games out there with dedis that lag horribly... Halo 5 being an example. Most of the people that complain about not having dedis have no clue about how they work. They also have no clue about the possible reprucussions of dedis... Btw, most of the people that say they know the difference, have no freaking clue. They jumped on the dedi bandwagon. The people that voted "Don't care" are the people that know how dedis work. Why do I say that? Because the people that know how dedis work, know that there wouldn't be much difference if dedis were used.
-
7 RepliesDedicated servers won't give u a better k/d if you suck in destiny 1 u will protably suck too in d2.
-
I know the difference and care somewhat, but not because of "competitive" play...more so for "quality" of play. You don't have to be a hardcore competitive player to hate laggy PvP games. It's just not a fun experience for anyone when you can't kill someone who's red bar but they can kill you. Destiny 1 is far from competitive. Destiny 2 could have potential, but at this point that's not important. What's important to PvP players is having a fun experience in the Crucible...and that won't happen with red bar players lagging up the lobby.
-
1 ReplyIf not for pvp a majority of people would leave this game.the ones complaining about pvp still play pvp more than pve id bet the house
-
I know the difference, but I don't care at all about dedicated servers and PvP as a whole.
-
5 RepliesIn short, dedicated servers make in game performance more consistent...and they lower the quality of internet connection that is necessary for in game performance. In a P2P system, the game's servers basically create an loose, ad hoc network of the game consoles of everyone in participating in the activity. Then one console will essentially act as host for the game. Taking on the role that a centralized server would in a dedicated server system. Both running the game, and administering the game world for everyone in the network. But since the host has an advantage where latency is concern, the game switches up which console in the network acts as host at regular intervals (IIRC this is done eveyr 90 secs in a Crucible match). Advantage? This method of networking is inexpensive and flexible since its using the computing power of the consoles to administer the network. Disadvantages? A tremendous amount of information need to pass back and forth between the consoles, so it takes about 1.0 Mbps upload speed to maintain a good quality connection. So the game can run into performance problems if there are lag issues (long distance of pipe between one machine and the next). If someone has poor internet speed (narrow pipes) or poor internet quality (leaky pipes). Also performance is variable because the console that is acting as host is constantly changing so keeping lag compensation consistent is more difficult. Which is why you can get situations where people lag out....or the network collapses and everyone gets kicked out of the game world. Then there's cheating by deliberate manipulating this network. Which is the Bane of Trials of Osiris right now. With dedicated servers all of the functions necessary to administer the network is taken off the consoles and administered by a centralized computer (server). A compute whose only purpose is to administer that network, and has internet connections designed to do so. So what this does is it has several immediate impacts on play. One, it significantly reduces the quality of internet connection needed to maintain a good connection (about 500 kbps). Two, the network is much more stable. Since the host is centralized server, there is no host advantage...and lag compensation is more consistent. Lastly, since the network is being administered by a server that is not under the control of a player, its harder to cheat...and easier to detect if someone is trying to cheat. Disadvantages? Expense...both in construction and maintenance. Less flexible and adaptable. Too few servers...play gets bottle-necked. Too many....and developer gets stuck with the cost of maintaining servers that aren't being used.
-
Edited by deathblow1030: 5/25/2017 10:16:51 PMDedicated server = client/server network This form requires a robust and sophisticated PC to act as a centralized server. Let's say 6 PS4 or XB1 consoles with different varying bandwidth speed and ping rate sent a request to the server to access a Destiny match. The server receives the certificate request and allows each individual console to access only the required file necessary to play. The consoles are now link individually to the server. The server will calculate and determine all inputs coming from the each individual consoles. The lower the ping rate, the quicker the console can access files from the server. At no time does any console communicate or share data with consoles on the network. Each individual console is bridged to the server. The server controls the match, thus a console with a long ping rate (redbar warriors) will not and should not gain any advantages in a match. This is because the console takes too long to send data to the server, while the server has already received multiple data inputs from other consoles with lower pings. It's already calculated the data. The server pings each console with data simtaneosly. Each console accepts the results equally. Whatever data that reaches the server after it has already determined the results is considered null. This server requires an individual to monitor it's sophisticated algorithm and correct any anolomies or outside intrusion. The server controls all aspects of the match. Redwarriors have no place here. Peer to peer = participating consoles share input and output In this case, 6 consoles share input and output data. Each console must ping to other consoles. Remember, each console is receiving and sharing data across all consoles connected to each other. This method forces all consoles to divide the work load equally. Now if a poorly connected console sends data at a slower rate than other consoles, the results benefit that console that can't ping to its peers fast enough. This is because they have not sent any data however they are receiving new data that overlaps old data. At this time, other consoles have already preformed their equal load and continue to send data out and receive new data in. This creates a cycle of anomalies that fragments the shared data with unwanted load across each console. A bottle neck forms and when data from the poorly connected console finally delivers it's data to the other consoles, it triggers unwarranted events that contradicted already determined data. What should have happened 30 seconds ago is not understood because 30 seconds ago that event was sent out now. There is no system administrator that corrects these anomaly. The P2P consoles must figure it out on its own and again, this only benefits the console with a long ping time. [spoiler]Add and correct anything I missed folks. There's a lot of brilliant players out there that can better explain the difference.[/spoiler]
-
I know the difference, I do care, but I do think that bungie is actually making positive strides in improving their matchmaking and connection qualities in Destiny 2, so I'm not upset or anything.
-
1 ReplyI've experienced both P2P and DS connections, and the only time I've had connection issues in Destiny were when MY ISP shit the bed. I honestly think this is the case for most folks who assume that "contacting Destiny servers" is something on Bungies end, when in reality its a local network issue.