Note: P2P = Peer-to-Peer
For both PvE and PvP, this is a laymen's explanation for why "Dedicated Servers" are the Industry Standard vs "P2P systems" for FIrst Person Shooter MMOs
This is a long response, so forgive me. But I believe it attempts to adequately paint the picture as to why Dedicated Servers (Dedis) are the industry standard for MMO FPS games vs P2P systems.
[b][u]Background: [/u][/b] Destiny is 100% a massive multiplayer online (MMO) world (it requires being online with other players for your playing experience. Unlike how Halo's PvE content could be played "offline" for example). An important side note: the entire line of Halo's games utilize "Dedis" to create its game world "Stability". However; with Destiny, Bungie/Activision chose to rely on an inferior "P2P connection system" for the game world interaction with other players both for PvE and it's PvP content.
[b][u]The major differences between a "Dedis" system and a "P2P" system:[/u][/b] In summary, with "Dedis" Clients/players receive processed data from the server and display it with minimal issues and resource utilization from the players internet setup/system and console itself.
In the alternative, with the "P2P" model there is no server. Each "peer" instead receives the raw input streams of each other player and determines the results itself (this is done using the players resources which are largely inferior to a game company's "Dedis" System. [b][u]P2P is generally considered obsolete for action games and in particular online Multiplayer First Person Shooters[/u][/b] (see the multiple resources listed below).
[b][u]"P2P" has many disadvantages vs "Dedis"[/u][/b]
* It is very difficult to keep all peers synchronised. Minute differences between peers can escalate over time to game-breaking paradoxes.
* It is very difficult to support new peers joining part-way through a game.
* Each peer must communicate with all other peers, limiting the number of connected players.
* Each peer must wait for every other peer's message before simulating the next "network frame", resulting in all players experiencing the same latencyas the player with the worst connection. In online gaming, lag is a noticeable delay between the action of players and the reaction of the server in a video game. The tolerance for lag depends heavily on the type of game. a twitch gameplay game such as a first-person shooter with a considerably higher pace may require significantly lower delay to be able to provide satisfying gameplay (this relevant to PvE and PvP). Perhaps the most common type of lag is caused by network performance problems. Losses, corruption or jitter(an outdated packet is in effect a loss) may all cause problems, but these problems are relatively rare in a network with sufficient bandwidth and no or little congestion. Instead, the latency involved in transmitting data between clients and server plays a significant role. Latency varies depending on a number of factors, such as the physical distance between the end-systems, as a longer distance means additional transmission length and routingrequired and therefore higher latency. Routing over the Internet may be extremely indirect, resulting in far more transmission length (and consequent latency) than a direct route. In addition, insufficient bandwidth and congestion, even if not severe enough to cause losses, may cause additional delays regardless of distance. As with the hardware issues, packets that arrive slowly or not at all will make both the client and server unable to update the game state in a timely manner. The noticeable effects of lag vary not only depending on the exact cause, but also on any and all techniques for lag compensation that the game may implement (described below). As all clients experience some delay, implementing these methods to minimize the effect on players is important for smooth gameplay. Lag causes numerous problems for issues such as accurate rendering of the game state and hit detection. In many games, lag is often frowned upon because it disrupts normal gameplay. The severity of lag depends on the type of game and its inherent tolerance for lag. Some games with a slower pace can tolerate significant delays without any need to compensate at all, whereas others with a faster pace are considerably more sensitive and requires extensive use of compensation to be playable (such as the first-person shooter genre). Due to the various problems lag can cause, players that have an insufficiently fast Internet connection are sometimes not permitted, or discouraged from playing with other players or servers that have a distant server host or have high latency to one another. Extreme cases of lag may result in extensive desynchronization of the game state.
On a non-P2P system, Lag due to an insufficient update rate between client and server can cause some problems, but these are generally limited to the client itself. However, on a P2P system, other players may notice jerky movement and similar problems with the player associated with the affected client, but the real problem lies with the client itself. If the client cannot update the game state at a quick enough pace, the player may be shown outdated renditions of the game, which in turn cause various problems with hit- and collision detection. If the low update rate is caused by a low frame rate these problems are usually overshadowed by numerous problems related to the client-side processing itself. Both the display and controls will be sluggish & unresponsive. While this may increase the perceived lag, it is actually a different kind than network-related delays.
When these issues occur to the "host" of the P2P connection the same problem on the "host acting server" may cause significant problems for all clients involved. If the "host acting server" is unable to accept packets from clients fast enough and process these in a timely manner, client actions may never be registered.*** When the "host acting server" then sends out updates to the clients, they will experience freezing (unresponsive game) and rollbacks.
Without any form of lag compensation, found in Dedicated Server hardware systems, the P2P clients will notice that the game responds only a short time after an action is performed. This is especially problematic in FPS's, where enemies are likely to move as a player attempts to shoot them and the margin for errors is small. This all happens when the player "host" in a P2P system has substantially less resources and issues than a "dedicated server" that would be hosting the game play of the multiplayer group.
* It decreases the capability of higher frame rates (i.e. 60vs30 fps). What this means is ...generally, games consist of a looped sequence of states, or "frames". During each frame, the game accepts user input and performs necessary calculations (AI, graphics etc.). When all processing is finished, the game will update the game state and produce an output, such as a new image on the screen and/or a packet to be sent to the server. The frequency at which frames are generated is often referred to as the frame rate. As the central game state is located on the server, the updated information must be sent from the client to the server in order to take effect. In addition, the client must receive the necessary information from the server in order to fully update the state. Generating packets to send to the server and processing the received packets can only be done as often as the client is able to update its local state. Although packets could theoretically be generated and sent faster than this, it would only result in sending redundant data if the game state cannot be updated between each packet. A low frame rate would therefore make the game less responsive to updates and may force it to skip outdated data (bullets that don't register, etc...this effects PvE and PVP). This can be especially noticeable in raid and strike modes when group synchronization is key to completing a specific objective or team damage.
* Negatively affects the max "tick rate" potential of the game. The Tick rate is the rate at which a game server runs simulation steps. A "tick" is a number associated with each sim step which is broadcast to clients to help them synchronise with the server. There are 3 reasons to limit the frequency of server sim steps to a predefined tickrate: to conserve server and client bandwidth, to conserve server CPU time, and to allow clients to be certain of how much time has elapsed between each tick. The last point is important for internet games, as network updates from the server can arrive at different intervals or even an incorrect order.
The disadvantages of an obsolete P2P system are responsible for creating many of the major issues plaguing D1's gameplay, for both PvE and PvP for the last 3 years, not to mention how it restricts larger multiplayer scale and quality of game content being utilized within the game.
Dedicated gaming servers are an industry standard for AAA Massive Multiplayer Online (MMO) games. Dedis are highly preferred and utilized for these games in particular for both multiplayer PvE and PvP. This is especially important considering the unique degree of how Destiny's PvE content (unlike most any other game), not just its PVP content, requires significant internet "Stability".
Some Sources: https://www.bungie.net/en/Forum/Post/227274057/0/0/1
Link to an opinion post explaining game play issues: https://www.bungie.net/en/Forum/Post/227272499/0/0/1
English
#Destiny
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4 RepliesEdited by waltzz22: 5/23/2017 3:33:37 PMI live in North Queensland Australia I play World of Tanks occasionally which has a dedicated server for my region in Singapore. I have many more lag and drop out issues with it than I ever had with Destiny,. Destiny is one of the most responsive games I ever played on or offline. So whatever they (Bungie) are doing, it seems to work just fine for me
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Oh good, it's another post about servers. And only 4 months to go before Destiny 2.
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12 RepliesI don't think the majority of people commenting here actually know the cost of running dedicated servers for a population this large actually costs. First there's the cost of the actual systems. Then the cost of rental space for said systems in multiple locations globally the bandwidth cost the maintenance the backup systems the salaries of people to run them/update/maintain said systems etc etc etc If they implemented dedicated servers, they would have to also implement either a subscription fee when half of you already complain about having to pay for ps+ which is next to nothing, or increase the amount of microtransactions in the game which again, half of you already whine and complain about on the forums. Also when you say 'the game had a budget of $500m you also don't seem to realize how expensive it is to produce a game of this caliber, or the fact that the majority of the "profits" get budgeted into the next project. That's the reality of how these things actually work. Anyone who works in the industry will tell you this. tl;dr Be careful what you wish for. The grass may seem greener on the other side, but that's usually because it's covered in bullshit. I guess I should cue the "bungie employee, " "bungie dickrider" and other ignorant replies that already seem prevalent in this thread. :D
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Mkay. They aren't buying them. Period. The end.
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Put a TLDR on this
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Well I know one thing from personal experience... I play Destiny 3v3 (6 total players) with skill based matchmaking p2p and I play against people located all around the world and LAG MY BALLS OFF EVERY GAME. Then I switch games to Battlefield 1... I play 24v24 (48 total players) with no skill based matchmaking on dedicated servers and I play against people located in my same country and have lagged like 3 times in thousands of games.
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3 Replies[quote]the entire line of Halo's games utilize "Dedis" to create its game world "Stability". [/quote] Uh, no they don't. As it stands, Halo: MCC, Halo 5 and Halo Wars 2 (I'm unsure about that one) are the only games to ever use dedicated servers for their multiplayer, every other game was P2P.
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You copy and pasted from Wikipedia. You should cite your sources if your writing a book.
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TL D--blam!-ING-R
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14 RepliesBut the lag isn't that bad. 95 percent of my games are fine. When they act up i sit back and think, damn that guy is lagging and just move on. wierd you act like the game is un-playable.
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Edited by Dreptu Mig: 5/23/2017 11:14:24 PMNo TL:DR. It was too long. Shorten it up. Also, apperently there is something called paragraphs, something you clearly have no idea about. You did good in the beginning. So before you rant, plan your rant. This earns a downvote from me
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7 RepliesEdited by Chun: 5/23/2017 1:51:51 PMHalo is peer to peer all the way up to halo 5. Bungie has never made a game with dedicated server usage. Bungie with Activision has the money just not the want or maybe even the ability to make it on servers. I have been a long time bungie fan but this archaic way of developing needs stopped. Dice and EA can maintain free servers for players why won't Bungie and Activision
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Interesting Interview reference Destiny 2 and Dedicated Servers https://www.google.com/amp/www.polygon.com/platform/amp/2017/5/19/15662958/destiny-2-pc-no-dedicated-servers
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🤷♂️ I'm not some hardcore who needs that stuff. I enjoyed the last three years overall, minus all the whiny nerfbabies. If Bungie could find a way to remove whiny scabs from the game it would be even better. P2p wasn't bad at all, unless you take this fake, pixelated video game world too seriously or k/d's seriously. But what do I know. I'm just some lowly scabby casual who enjoyed the last three years and already invested in the next couple years. If you don't like what they're putting out y'all know you don't need to buy it right? Y'all can even delete the app or just not visit the Destiny forum if you're that butthurt about it. 🤷♂️jus saying.
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32 RepliesEdited by Smithy: 5/22/2017 10:00:55 PMYou talk big but you don't know what you're talking about. [quote]However; with Destiny, Bungie/Activision chose to rely on an inferior "P2P connection system" for the game world interaction with other players both for PvE and it's PvP content.[/quote] Destiny 1 uses a hybrid dedicated/P2P architecture for all their PvE encounters. [url=http://www.gdcvault.com/play/1022247/Shared-World-Shooter-Destiny-s]This[/url] is a great read on how it works. [quote]In the alternative "peer-to-peer" model there is no server: each "peer" instead receives the raw input streams of each other player and determines the results itself[/quote] I don't know a single P2P model that doesn't use playerhost, so including this in here is just stupid. [quote]Each peer must wait for every other peer's message before simulating the next "network frame", resulting in all players experiencing the same latencyas the player with the worst connection.[/quote] Only if the networking is done lockstep. Halo (through Reach) was lockstep, which's why if you're playing with a bad connection [i]your[/i] controls suddenly feel very floaty. Destiny shied away from this, evidenced by the fact that you teleport instead of having input lag. [quote]Without any form of lag compensation, found in Dedicated Server hardware systems, the P2P clients will notice that the game responds only a short time after an action is performed.[/quote] P2P systems can have lag comp. Literally no reason they can't, aside from not wanting to spend resources on it. You also completely failed to mention any of the benefits of P2P networks. You started from a position (dedis are good) and provided skewed evidence to "prove" it. 3/10 made me waste my time at work. EDIT: For the record, I'm not trying to defend Bungie's decision to keep P2P. I think it's really unfortunate. But I also think it's more important that people are educated about what they're angry about.
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4 RepliesBut they made it 4v4 and we all know that will fix everything....right!! All the money we have pumped into D1 and they can't even give us a fair fight D2. Greed will cost them in the end.
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A: It's business. B: 98% of the people in this thread will buy D2. Done.
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OP is right but then again dedicated server costs money to run and maintain and we all know by now how greedy and ready tofalse advertise are Activision and Bungie. No dedicated server for D2 even on PC was something be to expected, how much will this decision cost them in time that is the question. People who play FPS games on PC are not going to bother with D2 if their amazing P2P system will not cope. Yes they will get the initial money but who will buy DLC's and even the sequel? In the end the customers will make their point with their wallets and thank God the guys and girls who mainly play on PC are a nitpicky pretentios bunch, still as long as people preoder games they only serve the greed of game companies.
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+1 for that long post.
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You I like you high five 🖐
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Edited by Snake: 5/23/2017 9:53:18 PMi agree, at least to a point. the trouble is the majority is a hybrid system where there are suppost to be at least 2 hosts and 2 slave systems to those hosts having "some" form of checks and balances. however in effect this same system actually makes little to no difference from a P2P network system because in essence it is still acting as a token ring system, because the physics hosts are still on a P2P network and the main maps and player data is held on the server side (most likely so they can reduce the chance of the characters being hacked as with games like borderlands) even drop rates and things like that ar controled on the servers side not the host side. this system however because the physics are host based where shots have to register on multiple hosts to be confirmed, makes things like phantom bullts, and scan shoting systems are also made impossible due to lag, RNG can get you very little as the main host would have their system get priority on their own rolls and any slave systems get a reduced chance from the main host (in theory at least, that certainly would explain why certain players seem to get the best rolls while others don't).
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A franchise with a 500m budget (not including profits from the first game).... can't afford dedicated servers. It's pathetic for a leading AAA company and game...
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The vocal nerds on these forums probably represent less than 1% of the Destiny community. In fact the vast majority of Destiny players don't even look at these forums. So when you cry about no this or no that and 1000 people upvote you and comment you feel justified and like you matter. If you lived in reality though you'd understand that your little bitchfests on these toxic forums are just another piece of undigested corn in this huge pile of shit. You're not special, your mom lied. Bungie is a business, if dedicated servers would somehow make them more money, we'd have them. Until that day, we'll have this.
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Ever hear of COD
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2 RepliesGood post. But just be prepared for the amount of hate your going to be getting by the "Bungie can do no wrong crowd."
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Well done bro. I cant believe there are still fanboys that defend or don't care about p2p connections in MMO'S this days.