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Originally Posted by Gaile Gray
Do any of you guys remember the "speed hack" rumour of a year ago? Sure, the player looked like he was speeding like all get out, to himself and, short term I think he may have even appeared to be faster to those observing. But the server knew where he was at all times, and he wasn't going any faster than before the use of the alleged "hack." He snapped back to reality sharply, with no change in outcome from the attempt.
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Although I know Gaile Gray isn’t a dev, if what is said in her comment is true, then it does show that rubberbanding is because of the server and one other interesting fact that there might be some subtle form of p2p.
In order for those observing to see the speed increase even for a moment, then that means there is some information that is passed to others that isn’t checked by the server for a brief time. So either the unchecked information goes from the speeder straight to the server and then directly to the observer, or the speeder’s information just goes straight to the observer (p2p). I probably should also make a special note that Gaile Gray used the term “I think” which means that it is unconfirmed rumors about the observers seeing the speeding.
Also awhile back, I listened to an online radio show made by Gaming Steve where he interviewed Jeff Strain and at one point Jeff Strain explained a little (very little) about instancing and district sizes.
Found here: (should be episode 34 – 10.10.2006 and around 22min into the show is when instancing comes up.)
http://www.gamingsteve.com/archives/...teve_ep_30.php
I found it interesting how instances are created by figuring out the best server location between two (or more) people and then sending each player’s information to that server. I wonder if this means that the lag we are experiencing is due to the servers we’re being sent to as the best for all the people in our groups, the same servers most people are being sent to because it’s registered as the best for them as well, which yes would be silly, but bugs in code sometimes do silly things (assuming it is a bug).
I'm not very experienced with server stuff atm, so sorry if all I'm saying is newb talk.


The point in the discussion we are it is whether the servers are offloading the instance state to a peer (and it doesn't have to be a single peer) as this would indeed reduce the CPU cycles needed to maintain an instance and you would still be hiting the ArenaNet servers.
If the data is scrubbed and it has to go through the arenanet system at some point it would still be secure. And I've been through all the interviews, podcasts, etc. and have all ready made reference to them in this thread. They state that the game itself is on the servers, that all towns and instances are hosted by their in-house servers (no complete reference to "everything at all times was in house for complete security" though.) It doesn't discount anything we are saying here that some information is being offloaded. So the fact that it is not a true peer-to-peer has been established but doesn't mean that they don't have a new method being used here. And if they have indeed created a new method then I think doing a test such as gr3g did but with 3-4 people in an instance would give more data versus going into one alone.