Original Post — Direct link

I'm having more and more games ruined by griefers. Why is there no way to ban them from your game?

I normally leave my games open to the public so people can join me but I just failed a mission because some wanker decided to TK me and then when he left I failed the mission.

How can there be no ban/ report player?

The community is generally amazing but negative experiences are incredibly annoying and the reason I don't play a lot of public online multiplayer anymore.

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over 2 years ago - /u/GSG_Jacob - Direct link

Several reasons;
- DRG is peer-to-peer, so there's no server you need to connect to other than the other players, thus no server handling banning players. On the plus side, this means that we're not reliant on third-party services to have great uptime. This of course differs if we're talking Xbox Live.
- It's very hard to actually provide solid proof that someone griefed. User names are not valid as an ID, as it's easily changeable.
- It's very hard to actually manage a system like this.
What you can do is block and report them on the respective platform, in accordance with their rules of conduct.

over 2 years ago - /u/GSG_Jacob - Direct link

Originally posted by Kazer67

Note: DRG isn't peer-to-peer at all, it's host as a server with up to 3 clients (or more with the 5 players "bug").

I don't know how they get the available servers list, maybe it ping some master-servers for listing (like the game Tremulous do) or it's by some Steam API.

Also, if you kick a player, he's banned (at least for the mission, don't know if it's permanent).

Well, yes, and no. In game terms, as opposed to something like file sharing, peer-to-peer actually cover setups with one of the players being the host, as opposed to having a dedicated server that handles stuff. In other words, the game is handled by the players connecting to each other, without any significant server connections. It does work with the Steam API, afaik (for the Steam version).

over 2 years ago - /u/GSG_Jacob - Direct link

Originally posted by Kazer67

That happen when the term isn't the same on a different context. The general term P2P is usually used on a distributed model where all actors are both client and servers at the same time.DRG is closer to a background dedicated servers (like Minecraft/Terraria system for LAN for example when you open it from your own games).

That's why I always make the difference between dedicated/persistant servers and P2P with the host-as-a-servers in the middle.

Having really a P2P connection on DRG (like the game Elite Dangerous do) could be cool to spread the load and get rid of the problem of "host having a bad connection that make the other 3 lag" but it would be very hard to implement on DRG for close to no improvement (I mean properly).

I don’t really know what else to tell you, you’re not really wrong, but you’re also saying “the general term p2p” and “having really a p2p connection”, which is basically what I explained above, since the game definition of “general p2p” sways that definition and covers having a client act as a server, and not relying on a dedicated server setup in the background. Basically, it’s usually dedicated servers or not. I also disagree with the background dedicated server part, since both of those actually a have dedicated server software process available for standalone server and a persistent world where it makes sense. I do think it’s just semantics at this point, though. It’s just a question of what we’d call it. You’re right about having the actual process spread out would be true p2p in the broadest sense of term, and how it’s not really feasible in the context. :)

Edit: Brushed up on it, and I see that my own definitions are somewhat lacking on this part. It’s not true peer-2-peer though it’s often referred to as such.

over 2 years ago - /u/GSG_Jacob - Direct link

Originally posted by MathWizz94

I think gaming communities are really making the definition of peer-to-peer murky. Peer-to-peer by definition means there is no central server, and in the case of DRG there is most definitely a central server. The central server just happens to also have a client attached to it. Interestingly, I've never seen Minecraft's open to LAN feature, which functions nearly identically to DRG's setup, referred to as peer-to-peer.

Another interesting aspect is that peer-to-peer also implies that peers are connecting directly to each other. However, I believe [citation needed] that the connections are technically proxied through Steam's servers, so in fact there are dedicated servers in between "peers", they just aren't doing any of the game processing. This explains why if Steam does any maintenance, you will lose connection to other players in a supposedly peer-to-peer game.

In the end I'm not sure what you'd describe DRG's setup as, I just have to agree it's not simply peer-to-peer as it's always described as.

Yeah, I think the term has been adopted through long term use. It’s also a complicated topic, because as you say there is servers that handle stuff like matchmaking, but not the actual game. And there is a server listening for clients, so I guess my definition is somewhat lackluster.