One of the reasons was performance because, based on my experience with a L4D2 server that my friend run on, I had hoped that having the game run on the dedicated computer on a fast connection we would get better experience - unburdening the host’s computer a bit. I mean, that computer would not have to run anything regarding AV aspects.
Another case I’d like to add is Dirty Bomb. That game was an amazing shooter, but sadly didn’t see the huge following it needed to re-capitalize the investment of it’s development.
The servers were continued by the devs for quite a while, because they cared and community servers eventually were allowed and sprang up, despite the game only having Dev hosted servers initially.
Another game that comes to mind is Nosgoth, the multiplayer installment of the Legacy of Kain series.
An amazingly well balanced third-person arena brawler game that also didn’t see success with it’s pricing model. I think custom servers were set up for some time? Not sure.
Dedicated servers = stability.
Vermintide was/is nearly unplayable with p2p.
In a game where you gotta time your blocks and dodges to the millisecond a ping of 10 50 or 150 means 3 different experiences.
I might not get the same 0 ping if I join the server instead of hosting, but I’ll get used to my latency which would be stable.
I played VT2 with friends for over a thousand hours, and PUG and I could count the times I had connection issues probably on both my hands (that weren’t related to steam servers tuesday night). Darktide on the other hand(s)…
(I just bring it up because I don’t think it’s accurate to say VT2 is currently unplayable due to P2P. Perhaps you mean because they didn’t add host migration or where you are suffers more geographically but the game itself it just as stable as DRG and other P2P games).
I believe you fully. My experience just has been the inverse. But I also don’t play with a regular group of friends (anymore).
VT1 and VT2 with randoms was… an experience. Let’s leave it at that.
I estimate I lost about 20% of all played time as game progress because of quitters, votekickers or just internet routing being messy which is nobody’s fault.
In Darktide I have lost exactly zero progress, because even when someone or something gets their underpants dirty, I can just reconnect and resume where I left off.
As a result, Darktide has been way less frustrating for me than the other Tide games. But yeah, your mileage may wary.
I brought up this among things like create a character and was told to sit down and shut up because it’s what people wanted. Now we have spotty connections and an endless amount of copy-paste characters whose backstories necessitate being vague, even if they used the “life events” system more extensively than they currently do.
No p2p is the worse of the two though, since I know that once it’s no longer worth paying for the servers I can’t ever play this game again. At which point I’ll go back to playing space marine since I doubt space marine 2 will go with p2p.
The entire progression system should be disconnected from the central server.
It is absolutely ridiculous.
No excuse.
Feeling ‘Gamer pride’ over your own grind?
Why do you even care? Pride comes from your own accomplishment. Other people giving themselves an item does not diminish your work.
The only thing that having server-locked progression enables is Fatshark designing the game to intentionally foster addictive behaviors to fuel their GaaS model.
DRG has progression stored locally.
Can you just save edit your player profile? Yeah you could.
Is that a problem? Does it make the game feel worse? Not at all.
Yeah but that lends to cheating.
In the first Borderlands when I was playing solo, I found a weapon skin I really liked and fitted to my character. I kept editing my loadout every single level up with a save editor back then.
If you store things locally in an online game and the community finds out, your “game” is over. Don’t be so naive, many people are absolute dicks when presented with the opportunity.
Restraint is hard.
The thought for me personally was that dedicated servers would let me play with my NA friends without being completely at the mercy of the hosts location.
But the reality of it is that im still at the mercy of host location, and the problems i had with input delay, lag spikes and general tomfoolery caused by ping, is still as bad as when i played with people from other regions of the world when it was P2P.
Personally I just wanted dedicated servers for Darktide to avoid host-player quitting and causing an entire map restart (because Fatshark still doesn’t feel it’s worth it / feasible to incorporate map checkpoints).
But with the horrendous input lag introduced with the dedicated servers, is it even worth it?
It’s because the host seemingly connects to the closest server and then you have to connect to that server.
The reality is sadly that with current internet standards you will always have ~180-330 ms latency when connecting with American friends as a European, depending on their location and yours. No type of setup will change that, only faster internet standards can.
I mean we talk about 12.000 km - 25.000 km range here. That’s a lot of routing for internet to go through.
When you think about it, it’s a wonder you can prompt a signal on one end and get a reaction at the other within the fraction of a second. You have to visualize how much of an achievement that already is.
And honestly, save editing in a game with absurd grind, is not really problematic. If the grind is fun and fair, most people will grind. If it’s infuriating and BS, then no.