The same way AOE got re-polished, I am 100% positive Age of Empires 2 will be similarly enhanced.
The only matter that I am yet doubtful about is the network code. Are they taking the same road with Peer-to-Peer to run multiplayer? Or maybe switch to a client server approach?
Let’s understand what I mean by peer-to-peer and client server.
Peer to Peer Vs Client Server
I will give straight forward examples to paint the picture. To give these examples meaning, I have made up two players from my imagination to help you understand easier:
Laggerific has a high ping (bad internet) and slow computer.
Rocketman player has a low ping (good internet) and fast computer.
Peer to Peer
Peer to Peer Multiplayer e.g.
Laggerific is playing against Rocketman. Peer-to-Peer network results ==> Rocketman player with good internet/computer is impacted severely by Laggerific player ping and computer lag. End results, the game lags for everyone.
Explanation: Rocketman player awaits actions and commands to be executed and sent from Laggerific (the lagger), and that takes a long time (1, 2, 10, etc. seconds) – this is the definition of network lag.
Client Server Multiplayer e.g.
Laggerific is playing against Rocketman. Client Server network result ==> Rocketman player is enjoying game after another without any lag impact from Laggerific the lagger.
Explanation: Actions and commands executed by both players Laggerific and Rocketman are decided by the server; therefore, Rocketman will have a clear advantage over Laggerific if ever the game goes down to micro.
To conclude, Client Server multiplayer rewards players with good internet connection and decent computer. Peer-to-Peer punishes all players when one of players is lagging.
Client Server wins.
We will soon find out later today on E3 Expo…
Good News and Conclusion
As of today and after 4 days, It has been confirmed by Cysion in this post that Age of Empires 2 DE will be getting Client Server multiplayer. Finally we can put the struggle of those laggy multiplayer behind us.