Board Thread:Suggestions and Ideas/@comment-26338521-20150430033531/@comment-26338521-20150501030352

Terribly sorry for the confusion Lumage, to be honest I was also a bit perplexed by your reply and made a half assed comment on the fly, but now that I have time, let me elaborate.

What I meant by the friends things is that the only server intervention used is for when nintendo servers hook up the consoles and send them each others IP for them to communicate together without further server intervention,thus Peer-To-Peer, this method would be faster then having the packet data go from console to server to console, again these consoles have eachother on their friendslist and that's how they know if they can play with eachother because they always know if they are online, off, or even playing a game.

The reason why it should be limited to only friends is because we don't want kids playing and possibily chatting with strangers online now do we? thats why spot pass on swap note was discontinued (that and a few pedophiles in japan) plus I doubt nintendo would allow the potential chatroom clones, would they? Besides we can just find people online (Not through nintendo through the wiki or another 3rd party service) to play our games with, I doubt anyone is too lazy to type in a 12 digit number on their console.

The paid server situation I did think we were talking about storage space for apps you publish, I spent my entire day at school pondering on this idea, and thinking "What if it were a system like flipnote hetena 3D where you only pay for your apps to be hosted if they aren't being downloaded as much because if you make a really good game and it attracts attention to petit computer 3D it's sure to be downloaded a lot." but I don't think we need a server for online mutiplayer if we use the peer-to-peer method I explained earlier we can avoid exhausting SB's servers and avoid a bit of lag on the way, and only sending button data across was an optional thing we as BASIC game developers can use to avoid lag for split second game decisions, you don't have to restrict yourself to sending only button data but it can be a good method for bypassing lag in fast paced games that's what I meat by that.

And about the QR codes I meant that that should still be an option in PTC3 just incase the servers ever get accidently wiped or shutdown, thus prolonging the games lifespan by not restricting it to official servers for sharing your stuff.

So to recap the best system to use for online play (In my opinion of course.) would be a Peer-To-Peer direct Mesh type connection between all the consoles where the only server intervention is upon startup where the server gives each system's IP address to all the systems in the party, which again are all in eachothers friendslist. And also multiple ways of sharing your code besides the already existent servers based method.

Did I leav anything out? if so please correct me and sorry for my grammar I don't have much experience with forums.