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Warcraft 3 Q&A

by Maarten Goldstein, Oct 30, 2001 7:21am PST
Related Topics – Blizzard, Warcraft 3

There is a Warcraft 3 Q&A on MacWarcraft3, talking to Bill Roper and Rob Pardo of Blizzard about this upcoming 3D Warcraft RTS. There are questions about mods, the client/server system, spells, random matches, how they will prevent hacking, cinematics and of course some Mac related Q's. Thanks Blues News.

3. Will the B.net model be peer-to-peer or will the server host, like in D2? We will be using a router model for Warcraft III where the Battle.net servers authenticate and monitor game play. This is different than the Diablo II model in that we will not be running and serving the games, thus requiring fewer resources from the Battle.net servers. The Client/Server model is not effective for Real-Time Strategy games since speed and synchronization are the cornerstones of any RTS network system and too much information needs to be sent between all of the players every second to make use of anything but a peer-to-peer based model.




Comments

10 Threads | 27 Comments

  • Warcraft3 uses something between p2p and client/server (like Starcraft).

    The packets go to bnet, then bnet sends the packets to the individual players. The packets contain commands issued by players. You can't give yourself units (or other gameplay cheats) because there is no "get a free unit" command. There is only "buy this unit", and if you can't afford it on everybody's machine, then you're only going to get the unit on your own machine (and then you'll be desynched, and the game will end when you try to use the unit).

    The game is not sending unit specific information, (which is why it's not true client/server), because to do so would require much, much more bandwidth on a regular basis than is normally consumed in a client/server game (like an FPS). The disadvantage of this model is that it's impossible to stop map hacks, since all games are running a completely synced game with all units.

    The advantage over the lock-step method of p2p over regular p2p is that clients only have to send and receive a single set of packets, rather than sending their information to everybody (like they had to in Warcraft2). As a result, so long as people have a good connection to battle.net, the game won't lag significantly. In Warcraft2, it took just one poor connection between any pair of players, and the game would grind to a halt.