2081cb No.14869252
I saw a post on some other thread about MMOs needing to maintain servers and shit, so they either need a cash shop or subscriptions to keep the game running.
I also remember from somewhere that BitChute was trying to compete with JewTube and keeping their operational costs low by making videos peer-to-peer instead of being hosted on one of many server farms.
Why can't MMOs do this? Lots of single player PC games can run massive worlds just fine, so the excuse of "Servers do a lot of the computing for you!" isn't going to work. What really gets sent over the internet? I'm sure it's just character model info: visuals, X,Y,Z positions, possibly quaternion info if fancy rotation is involved, and animation data. I don't torrent much, but isn't it a fact that the more people seeding data, the faster you can download the data? The more players playing the game, then the better the game should run for everyone else, right?
Is there some reason game companies don't do this? You could have a sustainable game on just sales revenue.
4653dd No.14869260
>enter duel
>dos opponent
durrrrrrrrr
e47bbd No.14869261
Because peer to peer is trash for video games. How can you even think this is a good idea?
2081cb No.14869263
>>14869261
I guess I don't understand p2p well enough. Why is it a bad idea?
235043 No.14869271
e47bbd No.14869279
>>14869263
If the players are in control of the network they will use that to their advantage. Not to mention, how is a company going to make money if the players don't have to connect to a server? If one copy of the game is enough to play piracy is easy.
2081cb No.14869289
>>14869279
Those are good points. What about this.
>Just keep a single server up. It's just a database of registered accounts with matching product keys.
>game software doesn't automatically connect p2p with others. first it checks in with the database server. once it authenticates, it boots the p2p connection
Or is this just how it's done already and I'm only reinventing a shitty wheel?
000000 No.14869290
where will you store player accounts and passwords?
what if player/node will modify other player actions and steal their items?
51b81e No.14869293
>>14869260
>make MMO where you play as a hacker in a cyberpunk world
>dossing people is a legitimate strategy
000000 No.14869297
>>14869289
what if someone makes a crack that won't connect to master server for license check and will connect straight to p2p's?
2081cb No.14869317
>>14869297
Have the game check in with the master server every 5 or 10 minutes.
>what if someone cracks that?
this is why games use proprietary file types, isn't it? to slow down cracks? If you want to reverse engineer it, you'd have to make a purchase of the legitimate game here, wouldn't you? Be a good goy before you go sailing the high seas.
Surely the company would want to make expansions, giving them an opportunity for more product keys, keeping crackers at bay for another round. If the company wants to abandon the game, then there's already a foundation for preservation, and the crackers could just disseminate copies that bypass all the authentication checks and now you're left with a game that's simply maintained by players leaving their clients running. That can't be all bad, can it?
e47bbd No.14869327
>>14869290
There is also this point. How are you going to store a database in a safe manner? How are you going to use it in real time?
2081cb No.14869336
>>14869327
I'm not really sure. I never looked into net security. How do they do it now? What's wrong with doing it that way?
87984b No.14869340
>>14869279
So, it is the best solution ever.
5be928 No.14869345
PSO2 and Warframe do this. I imagine some lesser games do it as well.
8d259f No.14869349
>>14869289
reinventing a shitty wheel, i think warframe is peer2peer if i recall
2081cb No.14869355
>>14869349
>>14869345
ah, so it IS done. What's the reason that it isn't done more?
014229 No.14869357
>>14869345
>Warframe do this.
I remember an anon from the warframe thread talking about some hacks he made in the thread. Being able to spawn into someone's full session as an invincible stalker and other stuff. Quite interesting, I wish I could get into it.
e47bbd No.14869363
>>14869336
It's not about net security, it's about not having a traditional centralised database. Nearly everything happening in an MMO uses the database, if your database is distributed forget about using it in real time with even just few players. Then you have to worry about keeping each peer from forging database changes.
8d259f No.14869365
>>14869355
because it's only used for pve, limited to a few users and is susceptible to hacking unless you do some authentication checks (game data, data being requested & data being submitted) which bogs down the network experience depending on how you implement it.
6e41cc No.14869367
Isn't PSO2 procedurally generated and not a theme park MMO? I think OP is talking about theme park MMOs like WoW.
5be928 No.14869369
>>14869355
Beacause it's much harder to anticheat.
WF is filled with cheaters and hackers that are banned on daily basis.
PSO2 installs designated rootkit on your system to even run and still has plenty of hackers.
>>14869365
PvP in mmos is long dead.
2081cb No.14869372
>>14869367
Themepark and sandbox MMOs.
>>14869369
>nProtect
is this what devs use to anti cheat p2p MMOs?
014229 No.14869381
>>14869369
>WF is filled with cheaters and hackers that are banned on daily basis
Really? I thought they had little anti-cheat due to it being pretty much entirely a PvE game.
2081cb No.14869389
>>14869381
>people who cheat don't cheat just because they can
>they cheat so they can win against someone else
I will never understand this. You aren't the "better player" if you cheat, so surely cheating is done for the fun of cheating. But then you're suggesting this isn't true.
6e41cc No.14869408
Okay, so no easy way to run themepark MMOs without the servers to beegin with. And too many players will use p2p connections to their advantage.
p2p works better in instanced worlds. The HUB world could be on server but the meat of the game, the labrynths or planets, could be instanced via p2p with smaller parties. And of course any event involving more than 100 players could require a server.
69c382 No.14869426
>>14869389
>You aren't the "better player" if you cheat, so surely cheating is done for the fun of cheating
Of course most people think this, but there really exist some people who will use aimbots in fps, for example, and think they're the best around.
2081cb No.14869434
>>14869426
Why, though? Are their brains broken or something? They do realize they have an unfair advantage that they'd do poorly without, right?
69c382 No.14869454
>>14869434
>Why, though?
Some people just think differently from me or you. I'm sure it's rooted in some kind of disorder.
>They do realize they have an unfair advantage that they'd do poorly without, right?
A few of them know this openly, and simply enjoy trolling others.
Deep down, most of them probably realize this.
And some might be so delusional that it hasn't even crossed their minds.
2081cb No.14869460
>>14869454
sounds like women, or children of single mothers.
69c382 No.14869471
>>14869454
A loosely related anecdote about China to add to this:
There were riots after Chinese teachers try to stop pupils cheating. In China they think that naturally you want to use everything to your advantage, and that includes cheating. So when a Chinese Hacker kills you he probably thinks you're just dumb for not using hacks to get on his level.
2e150a No.14869490
Because companies care to keep their microtransactions online and doesn't want you to tinker with their stuff.
Lets take Path of Exile for example.They made Solo Self Found mode which turns a game into single player one and you still can only play it always online just so you won't tinker with server files. If you will give people server program, they would eventually start to create mods, offline versions and private servers. All of them have one thing in common and this is that company doesn't have their microtransaction shop in them.
Obviously official explanation is to not give cheaters possibility to cheat but really even GGG themselves made fun of PoE being P2W because there is no winning in that game.
Here is what I am talking about: https://hooktube.com/watch?v=w19sqGjmNlY
Of course explanation will differ from game to game but of F2P model with microtransactions it is reason.
c7d74a No.14869492
In an MMORPG the server is the authority, in a torrent the hash verifies you're getting the correct data. Basically I think what you want is MMORPGs on the blockchain - I don't think the tech is there yet - way too slow.
5832f1 No.14869501
>>14869271
>>14869260
Wasn't this big in For Honor, where people installed a switch to stop internet, or slow it for a second to lightning jump slaughter someone?
7ebe1f No.14870310
>>14869261
>he doesn't know about the perils of host migration
2081cb No.14870325
>>14870310
Isn't that those times when pvp games has the host disconnect then everyone gets booted to the lobby? Is a host really necessary in a p2p game? If it's necessary to retain persistence, can't there be multiple hosts? If something happens to the president, there's the vice president to step in. Can't you do something like that?
c6e9cd No.14870342
Rename here to tell you about the wonders of planetside.
Non peer to peer games can be coded equally as shit as p2p games. planetside hitboxes and spotting AOE could at some point be edited through a .txt file that wasn't even hidden by default, and the server trusts any fucking information pretty much that is sent to it, meaning people either went full retard and set thier hitboxes to 900000x99999X99999 and killed everyone at once and were instabanned or average vanu players edited the hitbox for the head to have a dimension that framed the entire body.
Theres still stupid shit like that in game to this day, I fought at a biolab once with about 3 people from WWEW next to me, I was killing several NC people and wondering why they weren't shooting back. The reason? Because suddenly the wall infront of me rendered in 30 seconds after id run up to it, meaning to my client it simply didn't exist at all. How a software team can fuck up so horrendously from the ground up all the way to the top is beyond me.
6751ce No.14870351
>>14870342
Don't forget the whole clientside setup of a lot of it. People with shitty internet have the advantage in a lot of ways.
c6e9cd No.14870364
>>14870351
The ping timeout of planetside is about a minute I shit you not, at some point I told the guys "hey watch this" unplugged the router next to my PC on my old setup and rushed a vanu infested room with a max, shot them all and plugged it back in and ran out.
what happened is as follows:
1. people started moving normally again rather than people walking through walls and out into space on the course they were on when I unplugged
2. I suddenly started getting lots of kills
3. I rubberbanded back into the vanu room and then back to where I was standing outside
4. died
I cleared the whole room because planetside decided to accept every single thing I did clientside after a full 30 seconds or so.
44397b No.14870498
>>14869355
>What's the reason that it isn't done more?
because it only work on HUB-like game. warframe is one of them.
you do not need dedicate server in a pve coop game with no persistent univers to maintain.
just instance your party and do one mission.
imo thoses HUB game are not "mmo" in the strict sense of it. just online multiplayer game with a virtual HUB were you can meet people. (ex: PSO, not warframe are they even people dum enouth to call warframe a mmo? they do not even have a HUB aside from a guild area)
44397b No.14870581
>>14869434
>why use aimbot?
simple
in a killstreak game: you can have fun with thoses.
in BF-like game: it allow you to get much much more exp through ribon etc
cheating is not about being better or whatever.
who did not cheat ina single player game ?
be it the sims, sin of solar to start as the imperium-like faction and do your own innefficient RP.
it's 2018 it is about time people learn that cheating is not necessarily use to win
too bad i can't find the conference of that guy at defcon who explained his reason to cheat
2081cb No.14870586
>>14870364 and >>14869471 and >>14869293 make me wonder if there is potential in making a game designed around actively cheating and exploiting the way internet works. What would that look like? How would you even make a tutorial for it?
>fight serverside AI in tutorial level
>die to their aimbot
>tutorial tells you to lagswitch so the aimbots don't notice your presence. kill em dead
>"good work, player! that's how you abuse lag. now let's go over how to counter play the lag switch"
can it be done?
61a975 No.14870636
>>14869252
The reason why Peer2peer MMO's aren't more common is because they are laggy as fuck whilst also inherently having shit progression.
There are a LOT of peer2peer MMO's. Maplestory, Vindictus and Warframe are some good examples. You know what all of those games have in common? You have to grind your fucking ass off for god damn hours, and skill isn't involved at all.
The reason why that is is because that's the only way to gateway progression without making it hackable. In all of those games, people still hack to do all kinds of shit; but they're very constrained and over time what the hacks are capable shrunk away.
For example, in Vindictus, hackers can easily instantly clear a mission and get the rewards. This however is a complete waste of time because:
>A: A minimum time has to pass before you get rewards. If you clear a mission faster than this, you have to wait for your rewards. You can actually hit this time limit with speedrunning as well.
>B: All the good rewards are bound to end-of-mission rewards, with valuable items always being of the "low drop rate" variety, rather than the "its hard to beat the mission but you always get them" variety like WoW.
The end result is a game where you have to grind forever and your skill is completely meaningless. There is no "organize 40 retards to actually finish a fucking raid god damn" World of Warcraft has where you're guaranteed to get good rewards if you manage to pull through. All you get is doing the same shit, over and over, either getting slow-but-steady progression or RNG progression. Both are grinding cancer and not exactly engaging.
Of course, you can say "fuck progression, let them cheat!". But then you just removed the entire economy from the game, which is one of the major selling points that make MMO's so interesting.
bd0995 No.14870753
>>14869260
>not bouncing data off of geographically proximal peers for redundancy and obfuscation
>using the current and centralized protocols that make these sorts of packet attacks feasible in the first place
>>14869261
>he hasn't played a well-made game in his life
The migration of videogame peering to server-based infrastructure was a matter of convenience and declining developer competency, not an improvement.
>>14869279
>providing customers with the tools to use a product as they see fit is a bad thing
You wouldn't mod a car!
>>14869290
>>14869327
Neither of these is a problem with proper accounting and a heavy stale CRDT standard, however enough devices and users going offline and stripping away all redundant copies would be a problem- if a Norwegian stays up late and plays with a bunch of Americans, many of the Americans will likely be offline and if the net wasn't cast wide enough, he could be locked out of the content he reached the night before.
I have no solution for this except waiting patiently for the omnipresent network, mobile is slowly moving us in a direction where it is possible and seeding/storing will be standard etiquette, or more likely, enforced by manufacturers.
>>14870636
Everything in this post is accurate but I'd like to point out that all three of these games are relatively old and don't take advantage of any of the brand new p2p tech that started seeing development in about 2006 and have gone nuclear since 2016.
61a975 No.14870775
>>14870753
>any of the brand new p2p tech
Like what? Don't tell me it's cryptocurrency, as that shit can't work in anything remotely real-time.
8e720e No.14870847
Current day vidya P2P is retarded because instead of being actual P2P, because one of the players is the host. Maybe if someone figures out a way to make a true distributed network MMO, like one of those GNU twatter clones, maybe we'd have something to discuss.
267213 No.14870853
>implying p2p MMOs were ever common in any way
bd0995 No.14870862
>>14870775
CRDT in general has only been around for about 9 years and "public" for fewer, a fuckload of work has gone into making DHT selections smarter and minimizing latency that most games don't bother with, reputation filtering and anti-leech mechanisms that would help make a dominantly p2p system functional, scalability has been a focus of research in China for the past half decade due to their unique telecom circumstances, things like this have already been done and much of it is ready to be utilized. DDS essentially didn't exist in a usable state until 2010. The current popular means also totally ignore advancements in hardware and connection speeds, you get devs trying and failing to carbon-copy Battlenet1.0 decades after it was developed.
Work is going into distributed ledgers like blockchains to slap them around until they're low latency, but it'll take a while to get to that point; even still, shit like IPFS have found ways to make using it reasonably smooth.
69c382 No.14870870
>>14870853
But OP wasn't implying that?
c600f0 No.14870901
If the game is p2p, then there's no central authority to validate the player's actions.
I can teleport across the map, say the other player is in held fixed in position, or whatever else.
I guess if N players were adjacent, you'd need to have connections to all of them, and actions by individuals could be validated by the majority of the clients to which you were connected, but it's easy to imagine situations in which that, too, fails.
c600f0 No.14870909
Oh, there's also the fact that playing the game will expose your IP to everyone else you connect to, and everyone else's IP to you.
bd0995 No.14870967
>>14870909
In any system with at least 4 people, you can connect 2 "anonymously". Stability necessarily comes from scaling this up a wee bit and then swapping out peers if one drops, and it's not any more prohibitive connection-wise than running through a central server except in cases where the pop is small and everyone lives in buttfuck-nowhere across the world from each-other.
You may be less inclined to abuse connections if it's your teammate and they'll be replaced with a convenient peer if they disappear. It's always better to minimize the number of people who have a straight shot to your router, but giving that info to as few interested parties as possible is also a valid option, and any game designers will be well aware of who is or isn't interested.
Might be a good idea to point out that you'll struggle to push out updates from a decentralized framework without some sort of in-program skeleton key, which is an inherent weak-point or a big challenge to expected functionality.
c600f0 No.14870991
>>14870987
through another host*
f3fd2c No.14871004
>people who don't understand technology making technology related suggestions
23261f No.14871029
P2P is horrible trash compared to Dedicated Servers
it means everyone hosts their own fucking matches, its entirely dependent on random persons connection
7ebe1f No.14871068
>>14870325
In those games the host acts as the server, if he loses connection the game has to stop and find another suitable host from players in the lobby or end the session.
Makes for some interesting gameplay oppurtunities when the host gets migrated to a Nigerian prince on a dialup modem, also piss easy to hack or spy on player IPs if you're the host but hey, at least the poor starving game publisher doesn't have to host anythingbeyond a login server :^)
Decentralized hosting isn't theoretically impossible, but something like IPFS would probably induce a big overhead and tons of lag from syncing+validating everything all the time so you'd have to write a really fucking efficient p2p protocol+netcode or assume every player is on a fibre connection with 0.0000001ms ping.
9138b4 No.14871168
so if i understand the concept of a peer-to-peer MMO right, NWN1's PW servers are peer-to-peer mini-MMOs?
c74f91 No.14871197
Your consumer tier routers can't connect to more than 100 peers or so at once, that's just the beginning.
0b4d92 No.14871269
>>14870753
Yeah, you're full of shit and have no idea what you are talking about.
6e41cc No.14871552
My question is why aren't LAN online RPGs more of a thing?
I know we will never go back to the days of grind at your pace MMOs drop in/out parties. It's all about grinding your character to max level as fast as possible with the best gear to speedrun end game content while min/max your builds (which takes the fun out of sandbox RPGs). And companies exploited that with pay to win/pay to skip models while making the non-pay grind routes virtually unplayable.
6e41cc No.14871562
>>14871552
*offline
Fuck this phone
55e758 No.14872758
>>14871552
Short range rpgs like Diablo played with a small group are the tightest shit. Doesn't have to be LAN as long as it's not a god damn mmo. The closest I've played that resembles this from recent games is Don't Starve Together.
ae9547 No.14877438
>>14869252
>Why can't MMOs do this?
See GTA:Online for a perfect example of why this is a shit idea.
P2P in general is fucking garbage in every game, but now multiply that by thousands, and include the massive chink/gook market for MMOs.
Not even touching on MMOs in general being a shit genre. That's on you to address your own bad taste.
2b6d7d No.14881927
>>14869252
for a playercount n
the server load is one connection for each n, and one update for each n, so n^2
with peer to peer that becomes a per-client load, so each client has to now do what the server did, or n^3
for 16 players or less this is fine. but combinatorics get out of hand quick.
c7d74a No.14881944
>>14871197
>>14881927
P2P doesn't mean every peer connects to every other peer…
6a7ab4 No.14882592
>>14869252
>server multiplayer
1 player, 1 connection
2 players, 2 connections
3 players, 3 connections
500 players, 500 connections
n players, O(n) connections
>peer to peer multiplayer
2 players, 2 connections
3 players, 6 (3*(3-1) connections
4 players, 12 (4*(4-1)connections
500 players, ~ 500*499 connections
n players, O(n*n) connections
it's basic fucking math, you donkey.
6a7ab4 No.14882596
>>14881944
>P2P doesn't mean every peer connects to every other peer…
how do the peers decide who is in range of each other to connect, fucking magic? they would all need to talk to some special peer, someone elevated among peers, who has privileged information about all the other peers. i wonder what such a machine would be called