Revert back to P2P?

eddyfbabyyyeddyfbabyyy Posts: 3Member Beginner
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Undoubtedly, Nexon ruined the game with this implementation of having a server to connect to instead of players directly connecting to each other. I understand that with this type of connection players IP addresses and systems are more vulnerable to attack. But now a days there are more tools that can help fight DDOS attackers and other hackers from getting into your system. I believe Nexon changed to a P2S type of deal because it was too expensive for them to have 24/7 multiple active admins monitoring all of our connections. Gamersfirst had multiple admins that would monitor the game 24/7. By monitoring players connections it helps ensure all of the players connected to each other had been somewhat stable and secure. . Instead of monitoring all of the communities connections and simply ending connections that were suspicious or weak, Nexon decided to have a select few admins that would monitor a server that they had set up that way they wouldn't have to do too much work to manage the game and in turn doing this, ruining other players connections that are far from the server greatly. Also, internet was not as advanced as it is now. Back then there would be a great deal of lag for players with weak bandwidth connections and peering paths but great performance for those with stronger ones. . . The P2S was a horrible idea seeing as if the server was far from a player they would have lag no matter how good there bandwidth/peering paths were. The P2P connection solely depended on the players internet providers peering paths and the length of their bandwidth. Gamersfirst had an excellent set up to where players of certain regions could be grouped together under different networks. Depending on where they lived they could select that region and in which they could connect to other players in that region or across the world in which the connection was only a little weaker.  Now that most internet providers peering paths and bandwidths are more advanced, I believe that the lag would drop a great deal for all players if this is implemented...It would be great if Papaya Play would hire some more admins to monitor players connections and revert back to P2P connections in which I believe would create a better game play experience for everyone seeing as most players have better internet providers with stronger peering paths and bandwidth than they did back in those days... Thoughts? 
N0HCH0ceycocey

Comments

  • N0HCH0N0HCH0 Posts: 390Member Trainee
    P2P better for players 1000% maybe expensive for wr team
    The last year I paid Nexon + - 2600 euros.
    I think I deserved a quality connection.
  • SheepIslandSheepIsland Posts: 17Member Beginner
    Like every Korean F2P FPS created back then, WarRock was made P2P instead of P2S because A) It's cheaper to run and maintain than a P2S set up (particularly back in 2006 when cloud server solutions for gaming weren't available like they are today) and B) Koreans had good internet infrastructure back then meaning P2P connections in games was perfectly viable and this was also backed up by the requirement to use a KSSN (Korean Social Security No.) to play online. P2P wasn't used because it's "better", it was used because it was cheap and viable for the Korean version.

    As with all the other Korean titles, once the international version of WR was released the shortcomings of P2P were immediately clear for the exact reason you noted:
     
    "Back then there would be a great deal of lag for players with weak bandwidth connections and peering paths but great performance for those with stronger ones. . . The P2S was a horrible idea seeing as if the server was far from a player they would have lag no matter how good their bandwidth/peering paths were."

    If their connection is sufficient enough then they will be able to play on the server. I remember the arguments "back then" with Italians going on the UK server, Americans vs EU, Mexicans on the US servers, you name it. If people from a certain country are unable to play lag-free on a foreign server, what makes you think that connecting to foreign players directly is going to be any better as a gaming experience?

    Fast forward to 2017 and there is no logical argument for wanting to revert back to P2P. If a player is unable to communicate with a server, it is just their game experience which is hindered (for the most part) whereas if it was a P2P set up, then everyone's experience would be affected. It makes no sense. You're right in saying that internet connections have improved greatly over the last decade but that isn't an argument for going back to P2P. With the improved connections, we should all be able to connect to a server and if not, then the problem is our own and not everyone we're playing with. That said, even today, there are ISP's which throttle P2P connections and use traffic shaping due to the pressure P2P places on their own networks, making it far from ideal for gaming, particularly on an international game. You also have to remember that a central server is typically going to have a much superior connection to anything a player will have, so what's the point in turning a player (a peer) into a server instead? Completely illogical. There's a reason P2S is favoured over P2P in online gaming.
    N0HCH0
  • xminilama1xminilama1 Posts: 0Member Beginner
    Thoughts? You're an absolute donkey. 
  • N0HCH0N0HCH0 Posts: 390Member Trainee
    I have a fast internet connection. Why do players who do not want to buy a fast Internet should have an advantage? I want to play with a player with a good ping.
    Just kebab sellers should buy a fast internet instead of a hack.
  • linkinxerolinkinxero Posts: 174Member Trainee
    I don't care if there are tools against DDOSing or anything.

    Players shouldn't have to install third party software just to protect themselves from malicious actors they come across in the game.

    I like P2S. It also performs pretty well, and with how low the population is, server lag is minimal.

    But I do need to get back to trying zombie mode and see if we have classic Nexon/G1 lag, or if we finally have KWR lag where Grinders/Growlers or whatever the ones that dash at you are are not a one hit kill. In KWR, you take like 4 bars of damage. But in International, you would take 10 bars of damage, because they lagged bad enough that they could attack you 3 times in the time a KWR zombie attacked you once.
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