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The Division Networking is Borked and so is Destiny (Destiny)
Yeah, it's pretty clearly #2. The game trusts each player's system to know where that player was and where they were shooting. In more traditional client/host PvP games, the game only trusts the host system. Personally, I think that's a better model, though I think a middle ground could be found if there was some sort of metadata of "how much can I trust this player" that would allow the host to offload some percentage of the computational work to other, trustworthy systems.
Complete thread:
- The Division Networking is Borked and so is Destiny -
Blackt1g3r,
2016-04-27, 18:26
- Destiny uses a mix of client/server and p2p -
Xenos,
2016-04-27, 18:49
- Destiny uses a mix of client/server and p2p -
Blackt1g3r,
2016-04-27, 19:00
- Destiny uses a mix of client/server and p2p -
Xenos,
2016-04-28, 02:42
- Destiny uses a mix of client/server and p2p -
Ragashingo,
2016-04-28, 03:18
- Completely agreed - Xenos, 2016-04-28, 03:54
- Destiny uses a mix of client/server and p2p -
Ragashingo,
2016-04-28, 03:18
- Destiny uses a mix of client/server and p2p -
Xenos,
2016-04-28, 02:42
- Destiny uses a mix of client/server and p2p -
Blackt1g3r,
2016-04-27, 19:00
- The Division Networking is Borked and so is Destiny -
uberfoop,
2016-04-27, 19:08
- My experience in Destiny leans to option 3, actually - ZackDark, 2016-04-27, 20:33
- The Division Networking is Borked and so is Destiny - Kahzgul, 2016-05-01, 17:07
- Destiny uses a mix of client/server and p2p -
Xenos,
2016-04-27, 18:49