Endpoints not being able to connect to each other makes some functionality costly or impossible. For example, peer to peer distribution systems rely on being able to contact cooperative endpoints. NAT makes that a lot harder, meaning plenty of development and usability costs.
A more mundane example is multiplayer games. When I played warcraft 3, I had lots of issues testing maps I made because no one could connect to games I hosted (I was behind a university NAT, out of my control). I had to rely on sending the map to friends and having them host.
For example, peer to peer distribution systems rely on being able to contact cooperative endpoints.
Unlike what the TCP/IP designers envisioned, current internet is basically client/server. A client always initiates the exchange and should be isolated from unsolicited access. If necessary, P2P access is a solved problem, and it is properly done by applications at a level higher than TCP/IP, anyway.
no one could connect to games I hosted
Arguably the university’s NAT functioned as intended. They did not provide you with internet access for the purpose of hosting games, even if they weren’t actively against it.
Arguably the university’s NAT functioned as intended. They did not provide you with internet access for the purpose of hosting games, even if they weren’t actively against it.
The NAT/firewall was there for security reasons, not to police gaming. This was when I lived in residence, so gaming was a legitimate recreational use.
Endpoints not being able to connect to each other makes some functionality costly or impossible. For example, peer to peer distribution systems rely on being able to contact cooperative endpoints. NAT makes that a lot harder, meaning plenty of development and usability costs.
A more mundane example is multiplayer games. When I played warcraft 3, I had lots of issues testing maps I made because no one could connect to games I hosted (I was behind a university NAT, out of my control). I had to rely on sending the map to friends and having them host.
Unlike what the TCP/IP designers envisioned, current internet is basically client/server. A client always initiates the exchange and should be isolated from unsolicited access. If necessary, P2P access is a solved problem, and it is properly done by applications at a level higher than TCP/IP, anyway.
Arguably the university’s NAT functioned as intended. They did not provide you with internet access for the purpose of hosting games, even if they weren’t actively against it.
The NAT/firewall was there for security reasons, not to police gaming. This was when I lived in residence, so gaming was a legitimate recreational use.