Quote Originally Posted by Komarimono View Post
Oh hey, I just tested something myself. I interrupted my connection to simulate a packet loss, for 0.10 ms. Queue was at 46. Guess what? I got an Error 2002.

So, guess they weren't lying, huh? Guess packet loss does lead to 2002 when waiting on queue.
That's really sensitive though. There are so, so, many things that do adjust for that scenario. Why can't the login queue? .10ms loss, BACK OF THE LINE! lol.

Imo that is still their issue, if such a tiny loss causes everything to be thrown into disarray, though I assume there are other more complicated issues behind that smaller more simple issue.

It may still be a user causing some of this problem but honestly the program /should/ be more robust than that. Packet loss is pretty common in a variety of situations (not saying it's good, but this is just a reality for many situations). For example the game itself is, you can R0 and it'll be able to recover it doesn't just go "MINOR DISRUPTION, GET OUT OF HERE". Some games can even hold you in the game for a second incase your connection returns, not kicking you out during that period (I like New World can do this, though that game shouldn't be used as a shining example of code probably..... lol).