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Getting to the end of a mission and then the host disconnecting, rendering your whole mission worthless, is literally the worst feeling this game can provide.

I love this game, but every time it happens it makes me feel like I'm taking a trip back 20 years. It doesn't matter how good the game is; if you spend an hour playing a progression based game only for it to amount to nothing simply because another person quits or disconnects, it's pointless to even play. People don't like having their time wasted, and it's mind blowing to me that the game even went into development without this being a feature from the start.

And for the people who say "it hardly happens, it's not that big of a deal." I've had it happen three times in the last week. That's roughly an hour and a half, gone. Even one time is too much when the technology to do this has been around for almost two decades. This is not something that should be considered a nice quality of life feature. It should be mandatory in any game that has peer to peer networking.

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14 days ago - /u/GSG_Jacob - Direct link

Originally posted by Seraph___

I am not a tech guru

Host migration is a feature for peer to peer networks, not dedicated servers. If we had dedicated servers there would be no need for host migration as the server would always be online and available to join. The machine that is hosting the server is dedicated to running the game server.

In a peer to peer network (what DRG uses) a player's machine is the one hosting the server. There is no dedicated machine. Host migration is designed to transfer the host when that host leaves or disconnects. Almost every game that uses p2p networks in the last 20 years have had some form of host migration so players' games aren't lost.

I’m genuinely curious, could you give me a list of p2p games (or games that run host/client like DRG) with host migration within the last 20 years?

14 days ago - /u/GSG_Jacob - Direct link

Originally posted by Seraph___

Halo 2 had host migration in 2004. Some of the early Call of Duty games also had it. Any time the host quit or disconnected the game in progress would stop while the host migrated to another player.

Gears of War and Destiny 1 also had host migration. I'm sure there are others, but those are the ones I can think of off the top of my head.

While that is true, I'm fairly positive some of these rely on the matchmaking network to keep the clients alive and pick a new host. These are also all part of the AAA stable of competitive multiplayer/coop games and made by teams of 2-300 people, so they are afforded some luxuries we can't have just yet. Do correct me if I'm wrong though, I'm not a network engineer or anything.

Keep in mind we also have a bit more data to pass back and forth, if we were to have good host migration. Our levels are randomly generated and destructible, so it would probably cause a lot of weirdness.