
I don’t think it’s realistic to expect servers for every city in the world, so please just let us play p2p, even if it’s limited to lobbies, I just wanna play friends that live nearby without having to go through a server that’s far away from both of us.

I really hope this is in the roadmap because it also means keeping the game alive when the server money runs out. Plus, seeing the state of south american servers right now… people are considering refunding or going back to rivals 1.
Either the servers should be plenty and reliable, or a p2p version should be considered, but I understand that’s probably a ton of work if the networking abstractions are too coupled to snapnet’s API.

I’ve been asking this for months and doesnt even got a reply, so I assume it’s not an option at all

I honestly don’t see what people saw is servers based net play for a 1v1 game. It feels over the top.
I, as a new Zealand player played with American players on like 100 ping through P2P all the time and had a better time then I have been having with other New Zealand players on the servers.

Ideally you could host a headless server that others could connect to, or at least be able to create a lobby in-client as a dedicated host (not a player) that others can join.
@Goldenbukkit Server based is so nice because in many situations you won’t even feel or see lag your opponent is having. But yeah having a P2P as another option makes sesne.

Well that’s straight up not true in my experience lol. I’m not the only one talking about getting eaten inputs. I shouldn’t be feeling lag at 40 ping.
@Goldenbukkit Maybe you’re aware of this but one can have excellent average ping, but can still suffer if their connection is losing packets, so I would definitely perform long packet/stability tests to rule such out
P2P is already on the internal roadmap, but imo it has to be moved up in priority. Getting better servers and being more generous with enabling 3f+ delay will help, but in its current state direct and server based connections should work together to mitigate stability issues and make the online as good as it possibly can be.