Quote:
Originally Posted by Frosstbyte
You missed my point. All I meant is that having to literally use a LAN to have a "LAN party" is outdated technologically given the speed of home computers and Internet connections. I think you will be able to still have big groups of gamers crammed into basements together to play and can do the hosting over battle.net. The only difference is where the game host is, not that you won't be able to have a LAN party.
|
Actually I did see your point sort of.
But I do think you missed mine. I'll use a example.
Team Fortress 2 has both LAN and WAN on both the listen server and dedicated server.
I made a mistake some months back and forgot to edit my dedicated server's config file before a battle to make it a lan only server. It ran just fine as long as there was only 5 or 6 of us on the server, as soon as it got to around 9 or more it became unplayable, we started getting lag spikes and players got booted with the dreaded error validating steam ticket. That error told me what was going on, changed it from LAN 0 to LAN 1. About 17 of us joined an played smooth as silk after the server did a map change.
I don't know if SC2's servers will act the same as the TF2 servers though.
Never Winters Nights has something along that problem also, I'm not really sure what the problem is or the solution as I'm not the one that runs the server for that but I do know that as long it's it's set to LAN only runs fines, forget to set that one variable and it starts chugging fast.
I guess it just might also come down to just how big your private LAN parties tend to be