It matters. In some parts of competitive gaming scene, Teamspeak requires a VPN because of DDoS attacks. Discord doesn't suffer from this, neither does Matrix.
There is nothing extraordinary about this claim. Without using a VPN you can get DDoSed. A DDoS is very cheap and easy. This happens in competitive gaming. Had it happen to myself and peers multiple times. Also, your voice server can get DDoSed as well. Seen that occur as well.
I probably leaked my home address somewhere as well. Doesn't mean you got it.
Which is why you do use the VPN for gaming-related purposes such as a voice chat service, while when you visit Hacker News a VPN isn't necessary.
VPNs work adequately for this purpose. They work terrific to avoid civil lawsuits as well. What they're terrible for is avoiding law enforcement. But that isn't what we're discussing here.
>Which is why you do use the VPN for gaming-related purposes such as a voice chat service, while when you visit Hacker News a VPN isn't necessary.
No you usually don't. Games and voice chat don't usually leak your IP to someone else. P2P in games is very rare, as is voice chat. Discord/Mumble/Teamspeak don't reveal your IP to a random user. Now if you join a Mumble/Teamspeak server, the admin can of course see your IP. But if you get ddosed right after you join such a server ... you know who is responsible.
>VPNs work adequately for this purpose. They work terrific to avoid civil lawsuits as well. What they're terrible for is avoiding law enforcement. But that isn't what we're discussing here.
You're talking about casual gaming on public Team Speak / Ventrilo servers.
I'm talking about gaming where the voice chat server is owned or administrated by a clan/group/guild/team (or whatever nomenclature). If you're half serious gaming, you don't use public servers. Their reliability is comparable to Discord, minus the profiling.
>Because you got a match against them? Because you have friends in their group? Or peers? In the game I played, the top players knew each other.
So it's avoidable. Just use another server which maybe you, or a neutral party controls. Doesn't matter if they know eachother. Having a match against them is not a factor, if you play vs. them you don't need to be in voice chat with your enemy to begin with, but maybe you have an example of a game where this is common.
>Actually, you got a good idea who does the DDoS; "supporters" (hooligans) of group X, who got your IP from admin of voice chat server of group X.
Then don't join group X. It's simple really. Or you gather evidence, seems simple enough if you just write timestamps.
You don't know beforehand who is going to DDoS you, or when. So, re: avoidable, a sensible solution is to just use a VPN for that specific purpose. Its easy to set up, cheap, and the added latency for voice chat is negligible.
There is not much difference. If your team's voice server is getting ddosed (for whatever reason), there are lots of public servers that allow channel creation.
Yeah, and there's Discord, which also has group chat with history, and a decent interface.
What Team Speak, Mumble, and especially Ventrilo have going for it is that they are more lightweight. However, Ventrilo has a strange latency which cannot be solved (except by moving on). Team Speak, Mumble, and Discord don't suffer from this. Also, Ventrilo cannot be self-hosted (while Team Speak and Mumble can).