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Originally Posted by sswilson So parts of the game(s) are hosted on a local machine using a P2P protocol? That's not going to play well on some networks once the P2P traffic is recognised and automatically throttled. |
I'm not sure about the specifics of the exact protocol, but there's definitely a little extra burden on whoever's the hoster of the party, as some people found out pretty quick that they could play but not lead. My own connection is solid, but limited to 56k upstream, but I never had any trouble during all of the early OB, even when I led parties.
I guess it depends on what the filters are looking for - the info packets may be no different than what's used on other multi-player games, except for less server-side, and extra client-side. If it was an issue, I would expected a lot of people to post about it, but that never seemed to happen.