After complaints about the multiplayer cap being limited to 12 players, Respawn Entertainment has now taken to defending TitanFall against assumptions that having matchmaking completely voids the purpose of dedicated servers.
On the the TitanFall forums, the developer stated to a user in particular that, “You’re conflating server browsing with dedicated servers. Regardless of the method you use to connect to them, dedicated servers offer better performance, lower pings, more consistent pings, remove host advantage and increase security when compared to P2P. A server browser that listed P2P servers would provide none of these benefits, so surely it can’t be “the entire reason” for dedicated servers.
The logic here is supposed to be that when you eliminate server choice, players will be connected to players from other parts of the globe, especially with lower player caps. The dev responded that, “This is incorrect; many matchmaking systems choose to match players across regions in favor not matching them at all, but it is not a “guarantee”. Your assertion that, with a server browser, there will always be a game with other players available with a low ping is also incorrect. Simply put, sometimes there’s not going to be anyone to play with locally at 3am, matchmaking or not.
“Server browsers and matchmaking both provide numerous (if sometimes different) benefits. Give them both credit where credit is due.”
Addressing another concern where the map was stuck in an infinite loop thus facilitating a restart. Respawn stated that, “I’ve never seen anything like this happen in all of our hours of testing. That’s no guarantee that it couldn’t, but the nice thing about being exclusively dedi’s instead of P2P is that we can fix this sort of thing quickly without any sort of patch required for the clients.”
TitanFall is currently slated to release on March 11th in North America and March 14th in the UK for Xbox One, Xbox 360 and PC.