oh, really? every game should be online multiplayer only should it ea?
hmm
shame ya'll don't know your ass from your elbow when networking comes into it
that's right folks, the internet cannot support this kind of game! ( by itself at-least )
why? when packets get lost ( they inevitably do, by many means that i wont go into. ) things get out of sync and your game has irreparable conflicts
saved in it's database ( you loose progress, get reset, loose items, resources failing to be retrieved, ect ect. )
or it runs like a snail waiting for things to be re-sent
( ever had a webpage freeze, run like a slug or load a whole bunch of symbols and nonsense?, this is why things break, s&^t happens. )
now imagine sending a request every time anything happens in a game ( any variable change, position update, resource change, ect )
times that by the number of people playing and the number of people co dependant on each other in a multiplayer session
clearly then, it's a recipe for disaster
this is usually resolvable with custom networking systems, latency tolerant code, and some simplifications
( ea chose the cheap option, you should note. )
that's ontop of the fact that it's a brand new game and inevitably there will be some bugs in the code too
and when those bugs collide well be ready for your account to die.
nobody can really predict what might happen, other than the generic game modifiable data gets erased or cant be resolved and crashes.
( your cloud saves break )
the game will need to be re-coded to some degree or have a database sanitize-r ( google, i just don't believe that's a word. ) of some kind built into the server
and yes, as a matter of fact i have a copy of sybex windows networking on my desk right now!
maby i should mail ea a copy.
and we can avoid this stupidity in the future.