I guess this extends to P2P games in general too. I know that usually in a P2P network environment you usually just send the inputs over the network and the game is run locally using the inputs it receives, but how would it deal with random events like Faust’s item?
The way i see it is that one client must create a random seed value (maybe using system time) and then both clients use that seed value as the starting point for any further in-game circumstances that need a to pull a random value. So if both clients keep in sync, then their random seed values should keep in sync as well. Is there any flaw in this line of thinking, or something i’m overlooking?