Before I wasn't so sure but now I'm very sympathetic to the idea of playing only co-op games and PVE stuff and I completely understand now where you guys are coming from when you've decided to take that stance. I honestly think a big part of my change in attitude are the cheat whiners who now completely infest steam.
Some of these complaints may or may not be legitimate with Chinese hackers. However we've reached a new level of retard in the games industry generally where it seems normies are being driven out of games by autists who can play well and they're genuinely too stupid to know the difference between a hacker and somebody who is actually good at the game.
Take Battlebit Remastered as an example because that's a game I played to death when it came out and I sort of hop in the servers that are still active. I don't even necessarily think it's the bullshit chat moderation that has killed off the game's playerbase I think too many people potentially got scared away from all the negative review hack accusation spam that's going about the place and it's completely ridiculous. I maybe encountered one actual hacker in the wild and he ended up getting banned to the credit of the devs and this was on an official server. Recently had a game of battlebit and sure enough there was an actual retard accusing someone of hacking but he did get completely roasted by everybody in chat.
Do you remember when hack accusations were just for the lulz? These guys clearly mean it because they're that bad at the game. It's like a bunch of polygon journalists have taken over everything and they whine constantly about how many cheaters there are and want the game balance changed so they can have an advantage. Obvious smurfing on matchmaking style games is one thing but that's something you can identify properly and when you make these guys try and justify themselves they really are complete morons.
RIP Halo and CoD style lobbies, that's a thing of the past now that the normies have found gaming unless we all get community servers and private them big time.
That cannot be done with a cloud... A cloud is someone else server. If you want to have it scaleable with pods and stuff that is just setting up your own kubernets etc. You are trying to paint lipstick on a pig and then sell it, but you do not seem to understand that.
What is THE PROBLEM you believe that is solved by clouds? Cause once more, read a basic network book. The clouds has only very few things that it could be usable for in raw terms of compute and load.
That is because you miss fundamental knowledge of basic networking. The cheapest option is to provided the user with its own method to host their server, And it is the option that most does, but they also got a cloud and drm in order to have the cake and eat due to keeping micro transactions.
I was chatting generally but I could have explained it more specifically I do know about networking, I'm generally in favour of decentralisation when it comes to how servers are managed. I very much have an attitude of, yes 'official' servers if you want them, but let players do whatever the hell they like including hosting their own master servers etc.
I doubt you do know of networking, since you did not understand how to network in between a LAN. My questions are quite simple and redundant if you understood what you are talking about. Please tell me what problem is your solution of cloud solving?
You know engines often have third party dependencies right or the have their own built in stuff? It's not enough to simply know networking theory you've got to know how to dig through the documentation of whatever they've put in and sometimes they've got excellent support and sometimes it's so out of date it would just break your project or you have to outright abandon the idea of a multiplayer game if the support is that shit. Unity for example is a massive clusterfuck and it's only until recently they got their shit together with it because of how deprecated UNET was.
It wasn't necessarily a 'problem' again, I was just chatting generally and it looks like you've massively latched onto it. I've been thinking about this with regards to how to do proper support of my own games if multiplayer is ever wanted or I'm doing a multiplayer. It's the difference between utilising some kind of expandable cloud service versus allowing players to simply make and maintain their own servers, versus LAN.
See this cloud gaming service Photon as an example.
https://www.photonengine.com/#
I actually remember what I was asking in that instance and it was about the Godot engine specifically, engines have their own way of doing things sometimes and it's so they can compete with each other or be more efficient, no idea why you've latched onto all of this so hard. Any dev out there knows such a thing as dependencies with their own syntax exists so it's not out of the ordinary. The link I gave photon in of itself has it's own code you have to trawl through in Unity to even use it properly and I know this because I researched it back when I was using Unity generally.
I am very glad I don't have to go anywhere near Photon anymore to get a multiplayer game half decently running.
You do know that godot is open source right, all the machine bits exposed? No need to even do decryption and reverse engineering, to plug and change it to your method.
I latched on that you want to do cloud, except I cannot get a good definition from you on what you want to solve with the cloud. You say it is cheaper, but I point in running cost cheapest is to not host at all? I say you can build your own especially with open source. Basic principles on what your game need should answer quite well weather you need a "cloud" (Need to get what your definition of this is)
With make you seem to suggest that they cannot host themself? What difference is that then from the cloud? otherwise what difference is it from LAN?