Originally Posted by
Jeeqbit
I spent time on Dynamis a while back and there were DDoS then as well, got disconnected just the same.
It's a simple consequence of the higher population. If 2,000 people get disconnected due to the DDoS, then 2,000 people will try to get in. They will be processed 1 at a time, and as a result, you will see a queue like 1,800.
It's more of an indication of how many people it affected, than anything else. If the queue is only 30 or 200, then not many were booted by the DDoS (or you got into the queue really quickly).
Not in my experience. The DDoS have happened in patch lulls plenty of the time. They were even happening for many weeks after the Deep Dungeon released. I think many people don't notice the DDoS in patch lulls because either they aren't playing, or they aren't doing any content where it significantly affects them.
Other regions aren't getting this though, and they have worlds set to Congested. I do think they are genuinely being DDoS'd, but that doesn't mean the disconnects are a result of the DDoS.
So let me explain. There is a DDoS, right? Now, who decides whether you get disconnected as a result of that?
The answer is partially the server. The server, when overwhelmed with traffic, most likely drops connections (including player connections) when it is overwhelmed in order to prevent a server crash. Think of it as a defense mechanism, like an immune system.
The answer is partially the client. The client seems oversensitive and the tiniest lag spike usually disconnects you. Your best bet is to stand still, because the more you move and do attacks, the more packets you are sending to the server, and this seems to alert the client that there is some lag and instantly disconnects you.
So what I'm saying is the client could be built to be more risilient to lag and not just kick us to the main menu so quick. Potentially, there could be improvements for the server to better distinguish and filter non-player traffic.