Quote Originally posted by BSM_Skkzarg:
Kaellin,
As to the question gamespy routing, my understanding is that yes their lobby/gmae servers do pass the packets. That being the case - lag will occur - especially if the lobby gets crowded, alot of games are being played and/or if they give us only a small portion of resources (limited resources on a single server, or a single dedicated server, etc.)
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Are you sure about this? I've been using gamespy for at least three years for playing 3D shooters and I was always under the impression that all gamespy is is a match making service.
It doesn't make any sense that it would handle routing the packets because that could kill peoples traceroutes by an enormous factor. Since gamespy built its business initially by providing an easy to use matchmaking for games who's ingame match making was lacking (*ahem* Quake 3 *ahem*), why would they have intentionally hamstrung the efficacy of the product by hosing everyone's ping rate?
Regardless, direct TCIP/IP connection is a must as far as I'm concerned. When I want to play games with some friends across town, I don't want to have to go through a service regardless of how good or bad it is.
Copy protection is best served by doing what Q3 and Half-Life do: company servers that verify serials before the game but no other interference. It's fast and relatively unobtrusive.'
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