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Edited by TheArtist: 7/9/2017 3:59:46 AM
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Essentially the parts of the game that people complain about the most....getting shot through walls....poor hit registration, etc..... ...those parts of the game are basically being put on "dedicated servers". They don't want to use that terminology because they still use some P2P networking to avoid some of the problems that lag can create on pure client-server networks.....but expect to see a major difference
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  • It's the same system we have now except they moved hit detection to Destiny server side. the Destiny servers have been garbage so nothing will change.

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  • http://www.gdcvault.com/play/1022247/Shared-World-Shooter-Destiny-s Not exactly. Scroll down to slide 7. this is the network map that was used in Destiny 1. A combination of centralized servers and P2P networking. But major aspects of game play were off-loaded onto consoles and P2P networking so that Bungie servers could handle up to 10 000 players rather than just a few hundred. Essentially---for Destiny 2----- the 'Physics Host" is being moved form the P2P part of the network to a centralized server. The Physics Host mediates ALL state changes in the game. Bullet paths. Hit registration. Lag compensation....are now are all being mediated through a centralized, consistent server with internet infrastructure designed for high traffic. Instead of being hosted on somebody's PS4 or XB 1 (or God Forbid, XB 360) with Mc Donald's wifi State changes will be handled much faster...much more consistently...and with out "host migration" ("host furnctions moving to a different console in the lobby) every 160 seconds.

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  • Face palmed so hard. Some people don't even realize that they are the same system and just read what they want.

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  • They are the same system in only the fact that they are both s hybrid of dedicated servers and p2p networking. But in Destiny 1, most of the work of running the game was being done by the consoles. In Destiny 2 most of the work is going to be done by Bungie servers. A slight change in network architecture is going to have a lot of significance:

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  • Keep saying that to yourself when they even use the same servers.

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  • Sure they are lol

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  • Unless you're prepared to called the Lead Network Engineer a straight up LIAR..... ...yes, they are.

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  • I don't need to be prepared....they all are lairs lol

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  • Then---without any proof---that says more about you than it does them.

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  • The proof is that the some hybrid system is for call of duty....and that lags lol but hay as long as sheep will blame other players they are safe.

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  • The Destiny system is based on the architecture from Halo....and has been mondernized. The P2P parts of the network are most likely why the gun play for Bungie shooters feel so much more crisp and responsive than other shooters. Because if you think that dedicated servers completely eliminate lag or hit-registration failures you're fooling yourself. It just makes the compensations for lag more consistent...and lowers the bandwith necessary for a good connection. But that will also happen since the Bungie servesr will now be doing all the heavy lifting, rather than off-loading it onto player consoles like IN Destiny 1.

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  • Haha its like i said , you blame the players in stead of poor matchmaking or p2p system like used in cod!

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  • The only person interested in assigning blame seems to be you. All I said is that the changes should give significantly better results compared to D1.

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  • Did you not say something about if people lag then its there shitty internet... lol

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