# Note

This is English translated assignment of my undergraduate Telecommunication Network course in the Department of Electrical Engineering, Faculty of Engineering, Udayana University where in the final semesters I am often given research writing assignments. As far as I remember, the reason I took this topic was because at that time I often played DOTA locally with ten of my friends where our laptop was connected to a HUB device and LAN cable. This task has never been published anywhere and I as the author and copyright holder, license this paper customized CC-BY-SA where anyone can share, copy, republish, and sell it provided that you write my name as the author and notify that the original and open version available here.

# 1.1 Background

DOTA (Defense Of The Ancient) is a multiplayer game with a LAN (local area network) system. Maximum game 12 people with a maximum of 10 players and 2 spectators. For example, to play 10 players, you need 10 PCs (Private Computers) connected to a LAN (local area network) (on the same network). Now this game can be played online. Each computer connected to a LAN (local area network) will send traffic (data flow) on the network. The amount of traffic depends on the game which is DOTA (Defense Of The Ancient) in this case. Not many people know how the performance of a network when playing DOTA (Defense Of The Ancient) with ten players (10 PCs). In this experiment, the traffic generated by 1 PC (private computer) to play DOTA is examined. After that, a simulation of 10 PCs (private computers) based on the traffic generated on OPNET is conducted

# 1.2 Problem

How is the performance of a network when playing DOTA (Defense Of The Ancient) ten players (10 PCs)?

# 1.3 Objective

To observe the performance of playing DOTA (Defense Of The Ancient) with a simple OPNET LAN (local area network) system.

# 1.4 Benefit

To know the performance of playing DOTA (Defense Of The Ancient) with the OPNET LAN (local area network) simple system and can be used to consider the technology that must be used.

# 1.5 Scope and Boundaries

1. Not using a client — server system.
2. Only examining.

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