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Re:Agones: Open-source, multiplayer, dedicated game-server h... by derefr on Tuesday March 13, 2018 @08:42PM (#16581289)
> Although Pokemon Go has fewer latency concerns than a FPS/MMO

I wouldn't phrase things quite like that. While FPSes and MMOs might require low-latency links between individual servers and individual players, those links are usually long-lived enough for the ARP tables, TCP window sizes, etc. to get comfortable.

Pokemon Go, and other medium-bandwidth casual mobile games, have players expecting low-latency even while constantly having their phone kill and reopen the app, while also travelling between different cells (and thus ending up with different IPs and having their local-most IP switch have to re-path their connections.) And they only play for three minutes at a stretch. This causes a large share of the message traffic to hit at least one "un-warmed" leg on its journey, even if you do all your server architecture correctly.

Of course, things could be even worse: you could have a casual, mobile FPS.

Re:Agones: Open-source, multiplayer, dedicated game-server h... by TaylorAlexander on Wednesday March 14, 2018 @12:51AM (#16582429)
The app icon is the gun trigger. You see another player and you whip out your phone and fire a bullet at them.

Someone please make this game so we can weed out the bugs in the cellular system.

Re:Agones: Open-source, multiplayer, dedicated game-server h... by imtringued on Wednesday March 14, 2018 @06:55AM (#16583759)
Maybe it could take inspiration from PUBG. It could turn out to be a very social experience if a lot of people gather at the center of the map. Or maybe a very violent one...