Quote Originally Posted by Kailyn_Swiftheart View Post
There are absolutely ways to prevent DDoS attacks, assuming they are happening directly against SE servers themselves, and not somewhere immediately upstream.

If the attacks are coming from upstream, the ISP should have alternate routes for traffic. If they don't, then it's a terrible ISP, and SE should consider changing contracts. I've heard this is the case.
Usually it's attacking an upstream ISP. SE usually says "we will continue to monitor the situation and work with ISPs to come up with countermeasures". Additionally, most DDoS we've ever had on this game, there have been players unaffected that are on different routes.

This particular DDoS is successfully disconnecting the vast majority of players. I was able to count 844 players on Jenova (that weren't in a duty), after going through a queue of 600ish, which suggests the majority of people got disconnected. When I'm in a party of 8, typically all 8 of us got disconnected.

I have thought they could solve it if they tried harder by having their own network of VPN/proxy servers and rotating which ones we connect to in order to avoid ongoing attacks on certain routes or IPs, or force attackers to distribute their efforts across more IPs. And then have a process to try and carry over connections to prevent game disruption.

They could also solve it by just making the client not disconnect so quickly. Ever notice how, when you log back in, it says "there is someone still logged in on another client". So the server thinks we are still connected, it was just the client that decided to give up too quickly. They need to make the client more risilient. I get that is difficult because packets are numbered and build up, but maybe they need to find a way to reverse the actions of those packets if they didn't reach the server and then discard the packets, so the client doesn't give up so quick (speaking of which, SE doesn't use UDP, which is what makes it harder for them to do this).