| Nicklesbe said: this is the last time I'm acknowledging you because its literally like talking to a wall and as amusing as it is seeing you struggle with the basic definitions of what a server is and what a dedicated server is I have better things to do with my time. I want you to pay attention and read closely so that you understand. When a game has a dedicated server its usually a chain of servers with absolutely no other data on them but data related to the game and or the games multiplayer and there are no other connections to those servers other than online access and a connection to the game consoles. This means there are fast connections, very little hiccups/problems/and short wait times as well as lots of space available for years and years worth new map DLC as well as tons of users being connected at once with no problem. MS does not have dedicated servers with Azure. As stated before every MS service shares those servers. So if halo or any game stores their MP on those servers guess what its sharing room with Skype and outlook and every other service and game that uses those servers and those servers are daisy chained to other servers that do the same thing. So you can say goodbye to the possibility of years and years of map DLC, when a lot of people connect to those servers you will be feeling it. Will likely have long wait times or lag in general. Also if anyone decides to DDos skype or outlook or target any game thats hosted on the servers guess what that will be affecting all the games. So they don't need to attack XBL like they have a few times this year already they could attack any of those shared services and it would either bring down everything else or simply cause it lots of problems and lag. That is the difference to users, they have to share the servers with everyone else and if anyone else has problems it will affect them as well. |
they act exactly like dedicated servers when you look at responding time, the good thing is that they are flexible, when there are 10.000 people playing the server uses enough power that they all can play without problems and when 1.000.000 people playing it gives the game more capacity,
this also means no more serverclosures, when a game get´s to old and the playercount is down
it´s also possible for the devs to make serverside updates easily without taking them down
and the number of map packs for a game will depent on the publisher and the succes of the game, not from dedicated servers,
halo 4 was p2p and had alot of map packs and forge maps








