WC3. You fire shot X at unit Y. You don't need any more information because you have the same random seed as the server, and you KNOW it will hit.
Demigod. You target a unit with Rook's Hammerslam. Suddenly, that unit might move out the way. If you fire an arrow at someone, you can move out the way or have it blocked. (I don't think this actually happens, but the engine is set up for this to happen). The amount of information required is massively more, because it's all actually done in real time. Whereas in WC3, once the shot has been fired, it's done, dealt with, no more info needed. The relay time to go from client to server to client was simply too much, and the required bandwidth was excessive.
FAIL! like rly BIG FAIL! like you have no clie what you are talking about FAIL!
In Wc3 they is evade, so you "don't" know if it will hitthe server will tell you. In Warcraft there is something that is EXACTLY the same a s Rock's Hammerslam. In DotA ther eis a hero called "Nevermore" the Ultimate is a skill that does AoE arround the hero. the farer away you are the less dmg you get. means he is casting it and you move away you get less dmg the more you move away just like hammerslam. Also in DotA there is a Hero called Pristress of the Moon she can shoot a arrow that moves in a straith line and you can move out of it's way too.
Shooters such as Counterstrike CoD and much more are played (guess what) in "real time" (as you call it @_@) too and they need a very very high accuraty too because you wouldn't like to shot at somebody and don't hit him because he is actually somewhere els.
Also you are talking absolut bullshit about the amount of bandwidth withc is needed. Because if the bandwith need is SO much higher if you do it in "real time" as you call it (@_@) players who are able to join a game in wc3 and play with 9 other players but are not able to host because of low upload speed are not able to play demigod at ALL.
Peer 2 Peer is a good solution if we would life in a perfect world, but we don't.
Unfortently Stardock is to..hmm stupid? To know that so they released it with Peer 2 peer witch is causing extrem problems. So they are going to set up proxy server witch is kinda like a hybred solution. i will qoute out of a other forum
"
Here's some ASCII art explaining it. A,B,C are players, P = proxy server.
CODE
B
/ |
A-P |
\|
C
So it's still p2p, just with some proxy servers bridging the connection for some players.
"
THX @ liq3 FROM THE GAMERREPLAYS forum.
this solution nullifys every "real" advantage you would get from using peer 2 peer, but at least it will work.