Whole yllse was lag during war and quest
even some1 in EU who have never get over 80ms ping, now have over 1500ms ping in war.
Highly adopt that some hackers is exist and incharged of all of this.
Please solve this fast...
panda wrote:Whole yllse was lag during war and quest
even some1 in EU who have never get over 80ms ping, now have over 1500ms ping in war.
Highly adopt that some hackers is exist and incharged of all of this.
Please solve this fast...
mofomaycry wrote:ya i know this hack,its called "connection stealing"
the person who use this hack are able to steal ur connection speed![]()
eg:u have a 2mb line,the hacker could steal 1.5mb from u,thus u have only 500kbps left
GMNyx wrote:If its not a regular thing then we cannot do anything about it really :\
if it happens often and only to you or people in your region. then the usual case is a route change and we can manipulate that to a certain degree. on average you have to connect to 5-15 different servers (=routers from now on) that relay your DR packet data to our server and then from our game server back to you. As you can see there are lots of "failure points" that could happen (or changes for better or worse)
Different providers use different methods to determine the best effort/working path to reach our server. For example sometimes other customers might be prioritized higher than you (eg. voice data) or due to protocol and you get to go on a "slower route". This is super simplified example as there could be packet loss due to reason X, BW of router, cpu speed of router, memory of router, downtime of another router in the path thats upcoming, backup routers, medium and its cost per byte (fiber, modem (lol), cable, etc), clouds with round robins, etc all of these or certain parts of them can be used in something called load balancing and best effort routes for data containing priority X or time critical Y or protocol Z, which affect the choosing of the best (or working but average/poor/shortest/longest "but atleast it gets there" mentality route) routes/paths. the weight of your route from point a to b to c to ..... and finally to our server might change if there are any events in any of the points between you and us. all of this might happen numerous times before you reach our server.
your priority/data length/events between the different possibilities of routes/queue type dictates if you can use route X to Y or Z or your package is put on hold while others are sent to point G or H. packets that are prioritized over you keep coming and router chooses to send you via a slower route so the packet doenst expire, and hence creating lag compared to the route you had when you started. worst case scenario is that while you are queued, some server along the route decides its been too long, router memory is full or queue is not accepting more packets or that the package has traveled via too many routes and discards it and hence the concept of packet loss. If it gets trough barely within the maximum hop/time/what ever limits from point A to point B, it might be discarded by our DR server because our game sends something to the client every XXX ms asking if the client is still connected, if it takes too long for the players client to answer this request, then the game decides you have quit or disconnected and boots you out.
Now to the stuff that we can effect to a certain degree. there are some static routes that are set manually by humans and dynamically found routes or a mix of them that are stated as routes to use for indefinitely, or for X period of time, between xx:xx am to xx:xx pm, event, priority, protocol, cost per byte etc as stated above. these routes are defined in router memory until next reboot (and then disappears and routes between points are built again) or written in a configuration file which is loaded every time the router reboots. dynamic routes are defined by routing protocols that make decisions based on different parameters specified above. each protocol has its own way of defining the route to our server. providers make deals to prioritize each other traffic or subset of traffic and creating fast networks for all customers residing in these providers. leasing traffic/line from provider to provider is common practice
sometimes protocols make poor decisions or dynamic decisions combined with static statements, that do not serve the majority or higher paying customers with quarenteed bytes per second to X. due to lower the cost for providers or poor configuring.
we can try and change this by complaining and requesting our provider to make changes. such as notifying them that country or region X is not reachable with average quality which they offer, if its not a regional issue out of their hands. they can fine tune it or make deals to get better access. or we can pay them extra to quarentee certain BW and priority to some parts of the world within their own and their partners network, not all of course.
this can only happen if we have ENOUGH tracert data from our users so our host can estimate or pinpoint the problem, if there is any and build a solution for group X thats suffering from massive ammount of packet loss or ping. we cannot offer the same ping for all however, but i guess everyone knows thatshappens in every mmorpg
meh i hope someone can understand that. it explains why lag/disconnects fluctuates and why certain time of the day has more or less. in reality its not that simple and above doesnt account for many things, but should give some basic understanding what happens when you communicate with our game server.
another issue altogether is servers own stability and ability to handle data packets or if someone has found a way to disconnect players from the game via the game itself. we will log dc reasons for further evidence.
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