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ursprünglich gepostet in: Servers busted again
7/13/2016 2:25:50 AM
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How was any of my message to be taken angrily? Seriously, it was just matter of fact and I was not dis-including you in the community. I may come off brusque or up front but that is simply who I am. I am sorry for hurting your feelings but those facts are the ones in evidence. Bungie's servers are actually 100% fine. The amount of people experiencing problems on the grand scheme of things is below industry average. The problem is that most people do not configure for Peer-To-Peer networking games and assume this game is like every other FPS out there when it is NOT. Yes you are getting booted, no you are not getting booted from the server is what I am saying. I am guessing the multitude of errors you are getting are things like baboon, chicken, anteater, etc. etc. Those are packet loss/jitter errors where your connection to host has lost a solid connection. That is CLIENT SIDE. With the fact that you are saying 'low packet loss' I am guessing you are still running a wireless console am I right? What exactly is your network setup?
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  • First, I'm just curious as to your source of information concerning Bungie's server's and the amount of users experiencing issues surrounding this problem. Do you work for them? How do you have this information? Second, when I posted my comments it was obvious that I was angry. If your comments don't help, then shut up. By the way, they don't help, and here's why. Bungie's servers chose whom to select to host the peer to peer network. The choice was not mine. In no way I select this host and in no way did my Internet connection hurt the process. Ultimately, Bungie is responsible for their game. I paid money for the game and each expansion, as did everyone else who plays. If Bungie cannot choose a solid host, then why should they be allowed to produce games? Recently, the forums have been flooded, FLOODED, with complaints about this issue. This is why I doubt your data. If it is correct, then please prove it. Top tier players have tweeted their problems with this issue. Are they simply experiencing a host issue? I hear people asking why we don't have dedicated servers; that dedicated servers would solve this issue. I do not have enough knowledge to know if this is true, but it begs the question. If that would solve it, then why did Bungie not choose this option? After so many company's over the past 2 years, why are they not talking about it as an option for Destiny 2? Bottom line ... I paid for a product that is operating at a sub-par level. My friends are experiencing the same things as well as many others online. No matter the cause of the problem, Bungie is responsible for fixing things with their game.

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  • Bearbeitet von RAIST5150: 7/13/2016 4:49:04 AM
    Where to begin... Bungie has told us that the game uses a peer-to-peer model...it has been known since the game was in the development and testing phase. They also demonstrated how it is not always a single host either, but distributed hosting. If you monitor what is going on with your network you will see your console broadcasting data to all other players in the instance. That broadcast happens via UDP. UDP is a lighter weight and potentially faster protocol than TCP/IP. Part of what trims it down is the lack of error control. Your system just sends the data out there. If it makes it on time...great, everyone gets your data quickly. If not...oh well, maybe on the next pass their system will know where you are and what you are doing. So it is very important that your ISP's upstream is stable across the board. Not just to Google, Microsoft, Sony, pingtest.net, etc., but also to all corners of the globe. To me, to my friends in Michigan, Chicago, Dallas, LA, New Jersey, Nova Scotia, London, France...any user in any place that might get paired with you. It does little to no good if your ISP is looking at your localized connectivity and latency if the problem is upstream in another state or even country, and possibly on a peering partner's network. If you did not at least have Tier3 monitoring your data as you play so they could look for any issues with communication for up to a dozen or more of the endpoints in play for this game...you aren't even getting half of the picture looked at. As for the dedicated server argument...it is flawed. Everyone forgets the real culprit of the problems. Latency and packet loss. These problems still exist with dedicated servers. Google games known to use dedicated servers and you are going to see the same complaints. We even have an example of how it may be if we were using dedicated servers for this game. Remember that bit about the UDP broadcasts? If a player is not set up to receive that broadcast, how is it synchronizing with all the other players? You maintain two persistent TCP connections to Bungie in the background. One is to Arkansas, the other to Washington (state, not DC). Players not receiving the data directly from the players are getting that info via background synch with the Bungie databases (not game hosting servers, but database servers...game physics, damage calcs, etc. are handled by the consoles and the resulting data is just synchronized). The catch is that it lags behind because it can only send the updated data it has received from the other players since their last refresh cycle. This can actually be WORSE then using the current P2P/UDP model. Let us look at a scenario where all the players in an instance are on the eastern half of the US. They may all have <80ms delay between them, but have 50-80ms delays to the servers. Those delays stack getting to and from the servers. For instance, my path to Arkansas is 50ms. What if your path is 60ms. There is 50ms getting my data to Arkansas, than at least an additional 60ms to get that data to you (there can be delays before your system synchs after my data is updated). My latency to just about anywhere in the continental US is <120ms, and it is only in some odd spots that it is >100ms. It is 30-80ms to the bulk of it. So in all likelihood, the updates would be much more reliable directly from me to you over UDP...provided you are configured correctly and there are no issues in routing that interfere with timely, orderly delivery of the packets. Pretty simple really. If you wind up with players with nasty latency to Bungie but good latency to the players, the distributed P2P model wins for responsiveness. The problems arise when there is not reliable communication between the players...and here is the rub: those problems may very well persist trying to get to the Bungie servers as well. In such cases, both P2P and client-server models are likely to suffer the same problems--bad latency spikes, delayed/lost packets, and potential loss of session. So...for optimal gameplay with the current model, we need to be open for receiving the unsolicited inbound UDP traffic on the proper ports (UPnP or proper port forwarding rules, no other security interfering), and our ISP's need to be providing stable signalling locally AND stable peering and upstream bandwidth across the playerbase. One other tweak that can help is if we make our routers pingable (may help resolve return PathMTU discovery if a network is using it). Now who do you think is responsible for making sure those criteria are met? Not Bungie...but us and our ISP's. We setup our home networks, and our ISP's control quality of signal AND the routing policies and peering agreements upstream from our local networks.

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  • So how am I to fix the problem on my end?

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  • Bearbeitet von RAIST5150: 7/13/2016 5:27:53 AM
    Simplify your network as best you can. Console, modem, router. Remove the port forward rules, as they can create problems if not appropriate for how you use your network (like multiple gaming platforms). Enable UPnP on the router and in your consoles network settings if available. Disable IPv6. Not implemented enough for widespread gaming, so they all support IPv4 still. Just eliminate the extra layer and any potential overhead it may inject. Make your router respond to pings. May be noted as ICMP or ECHO requests. Run your console's network test to initialize the interface again after making changes so it properly latches to UPnP. More a specific issue with PlayStation in the past, but it may apply to Xbox too. Make sure all your communication cables are clean and tight. Disconnect, inspect, reconnect. Especially if using coax (cable system). Oxidation/corrosion can creep in and increase resistance, degrading signal quality. Sometimes the disconnect/reconnect cycle alone can clean the contacts up a bit, but not uncommon to need to replace ends, spitters, or even cables--especially with coax in a cable system. Make sure cables are proper length too. Don't want them coiled up, bunched up, getting crimped, etc. Make sure to minimize how much they run alongside or across other signal or power cables, or real close to devices that may emit or may be susceptible to electrical or RF interference. Sounds odd I know...but you would be surprised how something as unsuspecting as a CFL lamp can knacker up a weakened signal if a cable isn't shielded well enough. Induction can still be a point of ingress these days. Once you've confirmed all is physically and logically good on your end, it may be time to pull in Tier3 support for a more in depth look at things if problems persist. The issue may be upstream where the lower teams won't be looking (they actually can't in some markets). Tier3 has the resources to look at everything to do with your sessions--signalling, packet headers, routing--and file for escalation to other parties as needed to hopefully resolve any potential issues they discover. As such, they can be pretty busy sometimes and it may take some persistence to get in touch with them. Might do better using online contact methods. Your ISP may have a team monitoring posts at the [url=http://www.dslreports.com/forums/all ]dslreports.com forums[/URL]. Can also check the list at [url=http://downdetector.com/companies]downdetector.com/companies[/url] to see if they track them there. Those pages often have links to support contacts like social media, email, or dedicated forums.

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  • Wow, so for those of us who don't work in an IT field I know you are trying to use terms to help me understand, but that is a lot for the average person who is simply trying to play the game he thought would work when he bought it. My system is simple ... Xbox One, wired directly into the gateway which is receiving signal from my ISP, a cable Internet provider. I regularly cache and reset my Xbox and gateway. The cables are not old, and corrosion does not appear to be showing. I've never had this many problems in the past. Nor as many problems with other games. I'm at a loss.

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