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  1. #1
    Player Snow_Princess's Avatar
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    Sep 2016
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    701
    Character
    Princess Sakura
    World
    Balmung
    Main Class
    Summoner Lv 52
    Quote Originally Posted by ErryK View Post
    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.
    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
    (3)
    Last edited by Snow_Princess; 10-02-2017 at 05:11 PM.

  2. #2
    Player Snow_Princess's Avatar
    Join Date
    Sep 2016
    Posts
    701
    Character
    Princess Sakura
    World
    Balmung
    Main Class
    Summoner Lv 52
    Quote Originally Posted by msfakefur View Post
    I’m confused. I thought this thread was about connection problems?
    It is, but someone wants to not understand.

    Quote Originally Posted by Snow_Princess View Post
    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.
    Quote Originally Posted by Snow_Princess View Post
    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
    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.
    (1)

  3. #3
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,037
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Snow_Princess View Post
    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.
    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.

    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.
    (2)
    Last edited by Valkyrie_Lenneth; 10-03-2017 at 12:40 PM.

  4. #4
    Player Snow_Princess's Avatar
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    Sep 2016
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    Princess Sakura
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    Balmung
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    Summoner Lv 52
    Quote Originally Posted by Valkyrie_Lenneth View Post
    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.
    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...

    One single packet loss causes an action to fail, i have never seen that from any other game I played online.
    (0)

  5. #5
    Player
    Valkyrie_Lenneth's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Lynne Asteria
    World
    Jenova
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    Viper Lv 100
    Quote Originally Posted by Snow_Princess View Post
    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...

    One single packet loss causes an action to fail, i have never seen that from any other game I played online.
    Again, those are 2 separate things, and you did not show proof why the coding is bad, only that losing network connectivity causes gameplay interrupts.
    (3)

  6. #6
    Player Snow_Princess's Avatar
    Join Date
    Sep 2016
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    701
    Character
    Princess Sakura
    World
    Balmung
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    Summoner Lv 52
    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?

    Quote Originally Posted by Mixae View Post
    I have good internet and a wired connection and I still notice you have to dodge things on point, even if you are technically out of it before it hits. I guess I'll try to use a ping booster and see if that helps, but im in US playing on a US server.
    do a tracart, you might discover you have the same issue as me, simply bad routing.
    (0)

  7. #7
    Player
    Claviusnex's Avatar
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    Jun 2015
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    Alinhbo Rhiki
    World
    Adamantoise
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Snow_Princess View Post
    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?
    I assume this is a response to me. I'm not saying nor have said there aren't problems with some of the game's design and/or code. However you keep going on with nothing more than saying fix it. I've told you what will be needed to proceed further with your problem. With the sniffer the exact network, client and server flows will be visible. This along with the time and game actions being performed can then be handed off to SE or whoever to do analysis. Until there is concrete data SE will continue to blow you off with instructions to run ping and traceroute then contact your ISP.

    By the way I had issues with WoW a few years back. They gave the same arguments about it being everything but them. My ISP claimed it was on my end. That changed when I gave them a sniffer of their server sending an unexpected FIN/ACK. My dropped connection issues went away. What they did to fix it I have no idea and they wouldn't say. They might have changed code, patched the OS or fixed a network/system performance problem.
    (1)
    Last edited by Claviusnex; 10-03-2017 at 01:30 PM.