Did you do a tracert to see if the issue was actually directly from SE's servers and not your own ISP?




Did you do a tracert to see if the issue was actually directly from SE's servers and not your own ISP?
♥ Baby, tell me, what's your motive? ♥
http://forum.square-enix.com/ffxiv/t...nnection-issue
I been testing my butt off lately because I want to know who to blame and right now my isp is in hot water, this ping is from this vpn:
3 29 ms 15 ms 24 ms te-9-5.csr2.Chi3.Servernap.net [66.252.0.178]
4 21 ms 27 ms 14 ms ae-12.er1.Chi2.Servernap.net [66.252.0.70]
5 24 ms * 25 ms Pccw-br04-Chc01.er1.Chi2.Servernap.net [66.252.3.134]
6 48 ms 28 ms 23 ms ae-19.a01.chcgil09.us.bb.gin.ntt.net [129.250.8.137]
7 90 ms 80 ms * ae-2.r05.chcgil09.us.bb.gin.ntt.net [129.250.5.95]
8 35 ms 17 ms 23 ms ae-0.r21.chcgil09.us.bb.gin.ntt.net [129.250.2.205]
9 77 ms 72 ms * ae-5.r22.snjsca04.us.bb.gin.ntt.net [129.250.5.17]
10 75 ms 79 ms 80 ms ae-40.r02.snjsca04.us.bb.gin.ntt.net [129.250.3.121]
11 86 ms 78 ms * ae-2.r00.scrmca02.us.bb.gin.ntt.net [129.250.7.33]
12 * 79 ms 78 ms xe-0-1-0-1-1.r00.scrmca02.us.ce.gin.ntt.net [129.250.195.46]
13 * 74 ms 75 ms 204.2.229.234
14 71 ms 71 ms 73 ms 204.2.229.9
my isp wants to go to new york first with my data, this 69-78 ms from VPN is turned from a 130-150 MS due to the extra hops my isp does, this is a lot more stable then my isp , as i have yet to D/C from this vpn ( wtfast had a d/c going to lav beds) from the 2 spots I been constantly d/cing with my real isp, that was teleporting to lav beds, and at the end of the DF if CS was on, I would d/c during the ending CS.
When I saw the mount fail i looked at my cmd ping command, it was 1 line, it happened right as the cast finished,causing the mount to fail.
Last edited by Snow_Princess; 10-02-2017 at 01:53 PM.




Seems more like it would be an issue of ping rather than packet loss if your ISP does more ms than the VPN connection. But it could just be the hops that your ISP uses aren't that great so you are getting packet loss. I would also guess that a higher ping would also result in a higher chance of packet loss.
♥ Baby, tell me, what's your motive? ♥
yeah it is explained in the other thread, i live IN , LIVE IN, I LITERALLY live in a NTT node, Chicago. My ISP sends it to NY first then NTT sends it to Seattle, so this huge unnecessary routing leads a vpn about 1/2 my ms my isp does. (since they use the NTT node in Chicago) What happened here is not a ping issue, as you see 70 ish ping but right when i finish the mount cast, I got that packet loss so I failed to mount. This mounting happened under my VPN with about 74 MS average, not my isp 130-150Seems more like it would be an issue of ping rather than packet loss if your ISP does more ms than the VPN connection. But it could just be the hops that your ISP uses aren't that great so you are getting packet loss. I would also guess that a higher ping would also result in a higher chance of packet loss.
http://www.us.ntt.net/about/network-map.cfm
A single packet loss effects the game too much, now i see where the server limitation issues come from, if the servers was not double checking stuff so much (and it does nothing to curb cheating) maybe we can have a glam log?????????
Never knew the code was this bad.
my vpn before i sleep,
Packets: Sent = 11485, Received = 11452, Lost = 33 (0% loss),
Minimum = 69ms, Maximum = 427ms, Average = 73ms
Last edited by Snow_Princess; 10-02-2017 at 05:11 PM.
It is, but someone wants to not understand.
I am not asking why I have packet loss, my ISP is being cheap, the vpn fixes that because ya they prob do it what is more convenient for them, not what is better performance. This is simply showing I had a single packet loss, proven by the CMD, when I mounted and the cast failed. The only purpose of this thread is to show why they need to change the coding and stop over burning the servers unnecessary that is stopping us from having glam log because of the obsessive server confirmation checking that does not do anything positive and all negative.
Has nothing to do with the reasoning why a single packet loss happen, what is being discussed is how the game handles it. WoW or FFXI remain to function for a bit and when it gets streamlined again it recovers, here it just lets you lose your abilities or disconnects you from the game unnecessarily and have your character logged on too long after a D/C.SE blames the servers can't handle the glam log because the servers are overburdened. They are overburdened because of the bad coding, and this thread is aimed to show proof on how bad it is. The problems this game has online has to deal with the countless server side checks in why the game is too slow in general (like using benediction, it going on CD, but it really did not heal anything) It all has to do with how much the servers need to verify stuff, like showing a single packet loss to stop me from mounting. So this is to explain what SE means when they say server limitations, they are handing a lot of unnecessary traffic because of the bad coding.yeah it is explained in the other thread, i live IN , LIVE IN, I LITERALLY live in a NTT node, Chicago. My ISP sends it to NY first then NTT sends it to Seattle, so this huge unnecessary routing leads a vpn about 1/2 my ms my isp does. (since they use the NTT node in Chicago) What happened here is not a ping issue, as you see 70 ish ping but right when i finish the mount cast, I got that packet loss so I failed to mount. This mounting happened under my VPN with about 74 MS average, not my isp 130-150
http://www.us.ntt.net/about/network-map.cfm
A single packet loss effects the game too much, now i see where the server limitation issues come from, if the servers was not double checking stuff so much (and it does nothing to curb cheating) maybe we can have a glam log?????????
Never knew the code was this bad.
my vpn before i sleep,
Packets: Sent = 11485, Received = 11452, Lost = 33 (0% loss),
Minimum = 69ms, Maximum = 427ms, Average = 73ms





Except glam log coding, and client server verification are 2 completely different things that take 2 completely different resources, not just network. glam log is also about storage and saving char data to storage, which is separate from the network connection you have to the server.SE blames the servers can't handle the glam log because the servers are overburdened. They are overburdened because of the bad coding, and this thread is aimed to show proof on how bad it is. The problems this game has online has to deal with the countless server side checks in why the game is too slow in general (like using benediction, it going on CD, but it really did not heal anything) It all has to do with how much the servers need to verify stuff, like showing a single packet loss to stop me from mounting. So this is to explain what SE means when they say server limitations, they are handing a lot of unnecessary traffic because of the bad coding.
What SE is talking about in regards to char data is moving chars between servers for duty finder, which is internal network, not external, and saving char data to the storage arrays, which again, is internal network, not external, and the network cards themselves do much of the "processing" of these network requests, so its not a server programming limitation. They also likely use different network cards for internal network, storage, and external network.
Last edited by Valkyrie_Lenneth; 10-03-2017 at 12:40 PM.
Not to SE, but that is likely cuz they do not know what people mean by a glam log, my guess is they see it as taking the same resource though? Regardless the point is the coding in this game needs fixing and changing. I really hope I found the proof in why it does...Except glam log coding, and client server verification are 2 completely different things that take 2 completely different resources, not just network. glam log is also about storage and saving char data to storage, which is separate from the network connection you have to the server.
One single packet loss causes an action to fail, i have never seen that from any other game I played online.
whatever, i suppose in your view saying nothing is better and it is better keep things the same.
I am here to suggest how to improve the game, what these forums are for, not to hear this can't be done or that.
We do not know the exact cause sure, but this game's coding is a problem, surely you saw situations of proof of that?
do a tracart, you might discover you have the same issue as me, simply bad routing.
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