Someone will come along to tell you how its IMPOSSIBLE to utilize temporary cloud servers to lessen the load on their garbage infrastructure. Just wait 5 minutes.
Dropping players queue spot is definitely the issue.
From developer perspective, they have the feature to save players spot when the package drops and get kicked out with 2002 code.
But this feature also has time out.... once you're not able to log back in time. you have to re-queue.
Which make you have to set in front of the computer and make sure you have to log back on as soon as you get kick out with 2002 at random time. And queue time is HOURS.
There are definitely ways to scale up or out. but by the time devs finish their work/pass QA and ready to push out the changes..... everything should back to normal.... lol what's the point of doing it?
Lots of people seem to be conflating "server capacity" issues with the login queue kicking y ou out. These are 2 completely different things.
Server queues are expected on launch. The queue randomly kicking you out is not.
I have a decade of experience in the industry and worked on very high traffic systems much higher than ffxiv so let me give my perspective:
- Their packet loss explanation makes zero sense. Unless they mean their server loses the packets in which case it's not really a packet loss problem.
- Possible fix #1: add retry logic to the client. If error 2002 or such, try a few times. Low cost and should solve a good chunk of the issues but doesn't get to the root cause. Would require a patch.
- Possible fix #2: tune and configure their login DB so it doesn't drop a random connection. I don't know enough about their infra, but dropping random connections is a common problem and can usually be mitigated by proper tuning. Might take a few days from a few weeks, not trivial, not sure if they have the expertise in house since it's peripheral to the game.
- Possible fix #3: Proper distributed queuing system implementation. Well-known problem with standard solutions. However building that and integrating in their infra is not trivial - we're talking weeks at best or months. Would likely solve all the issues.
In short I'd recommend fix #1 as a band-aid while they work on longer term solutions.
Look, mate, I'm not even in the field, and even I understand that doing anything "in advance" for a company in this situation requires far more "advance" than a few months. Making proposals, getting approval, sorting out budget allocation, planning, acquisition, installation, and who knows what else.
And you know what? They did do all of that. It's why they've got an entire data center waiting for myriad delays to clear to get up and running. Anything else they could've done would've necessarily had to have happened after OCE was in operation, and, well, since that's stuck waiting, everything else they had planned is also being set back as well.
They can explain why we get kicked from the queue and why they aren't able to code a proper queue system that remembers your place in line. Oh and why does the damn game have to close when you get kicked out of the queue? Why does it not just go back to the title screen like any other proper online game does and all previous expansions did as far as I recall? Why do I have to go through all the hassle of putting in my authenticator every time I get 2002'd?
Fix the queue. I would be happy if I could actually get in line and actually log in instead of getting an 2002 halfway everytime. It is not that there is a line. For me is that I just can't log in
Compare number of active players from year to year, add servers to help with the load accordingly. Solution to shortage is buy older hardware. May need to add network bandwidth as well.