As an online cooperative game, WARFRAME offers matchmaking to connect players for a play session. Before each mission, the game selects a host through a host election process, choosing the player with the best combination of system performance and network connection. If the host disconnects during the play session for whatever reason, the game performs a Host Migration and chooses a new host amongst the remaining players.
Players are able to select a mission which will then put them (and any others in the lobby) into the matchmaking system. Once the matchmaking system has found an appropriate session the player(s) will do one of three things: host the mission lobby, join a mission lobby, or join a session in progress. If the player is put into a lobby, the mode selector will change to 'PLAY NOW' and begin to flash; this lets the player start the game. If the session is not full (i.e. does not have four players) then other players may be placed into the mission squad by matchmaking (assuming that the mission objective has not been completed). When playing a mission node for the first time, the matchmaking systems will not put the player in a session in progress. The number of squads already in the mission is displayed next to the mission's name and is only displayed while in Public mode.
Players are able to start a mission at any time and will not be put into the matchmaking system. In this mode, only the player's contacts and clan members will be able to join (either via player invite or joining the player's session).
Players are able to start the mission at any time. In this mode, no other players may join the session. If the player enters the options screen, the game will be paused, unlike the previous game modes. In earlier builds, certain enemies would not spawn at all.
Network Compression and Congestion Control changes are being made to Warframe! What does this mean for the average player? The tl;dr is that better Network Compression means lower latency during Missions, and a lot less stress on your bandwidth!
If you’d like to know more about the technical side of this exciting update, please read the full explanation: here
Strict NAT Improvements:
Strict NAT is a problem that affects a small portion of our playerbase, but for friends that want to play together having multiple layers of Strict NAT can be an issue. Earlier this week (and with more work in this update) we’ve begun to test a solution that will help players suffering from Strict NAT better connect with friends without needing to worry about their own network configurations.
For more on this exciting update, please read the full explanation of our NAT testing: here
Improved networking code to work around the OS delaying network port reuse; previously some users were forced to use arbitrary ports which rendered UPnP or manual port-forwards useless and prevented connections.