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Army of Two uses a deterministic (peer to peer) approach for networking
versus a traditional client-server approach. We do this so we can have
all the synchronized animation gameplay that exist in the game. This solution is solid for our game but also exposes us to risk in terms of lag, if we're not careful. In a peer to peer connection the person with the worst connection brings down the whole group to his/her worst connection level. While not generally a problem for COOP (since most people play co-op with friends) when playing in Versus mode 3 people can be highly adversely affected by one player with a bad connection. We use the region lock to minimize the likelihood of this occurring. |
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[Via Geekpulp]
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3 Comments
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You'd think the largest gaming conglomerate in the world could afford to host the largest dedicated server network in the world to support their games.
But wait! That would cost money! Asshats
EA FU
They can just not unify the network; in resistance we at firs couldn't play with japan/the brits, but they changed it.
no way
i was going on holidays to america and this would have been the only game i wouldve wanted
i dont like EA, take for example fifa theyre taking the piss out of it now
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