3.25 QOL will be served under a layer of jitter if GGG misses this QOL again

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Hossedos wrote:
random instance crashes on peek hours
Instance crashes are strictly GGG side failure. Cannot be caused by routing with player. (Can be triggered by routing with player though if the server code is bad.)

--

There were a lot of threads about this in the past. My take is that GGG has the power to improve the situation. There are likely multiple issues. One candidate are the routing issues, another the servers (and/or their coding).

For the (supposed) routing issues: From my POV (just looking at it logically, no specific expertise in the field) its also quite possible that changing the communication between server and player could lead to a much better gameplay experience. If for example they use some simple system where the have to resend data upon packet losses then that alone could explain a large part of those issues. If they use a more sophisticated data redundancy approach (like its being done for data storage against hardware failure in data centers and cloud services) they may be able to better preempt losses and delays of individual packets. But I dont know how much data how often is sent etc.
Real point here is that without having detailed knowledge its unclear how hard it would be for GGG to improve this. Consequently I believe comments like "they cant do anything, its a routing problem" are inappropriate in such threads.
In contrast somebody adding some "detailed knowledge" would be potentially helpful for such threads. Like how many packet losses do we get, how often/big are packets, do they resend packets. Some of such questions can be answered by looking at the communication of the computer if one has the expertise and patience/will for it.
No wonder it's lost, it's in the middle of the jungle!
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Ulsarek wrote:

You're an IT-support guy and opted into running your application as administrator instead of running a trace route? Interesting.

The PoE servers are fine. If you're in EU it's Telia/Twelve99 nodes that are not. You can contact your ISP or use a VPN to fix this yourself. It's not something GGG can fix themselves - ask Riot games and why they had to invest insane amounts of money to literally build their own infrastructure.

I'm affected myself. Multiple games even. Ever since I'm using a VPN and don't get routed through said nodes anymore, I can't recall the last time my ping spiked above 12ms. And I'm on WiFi on top.


isn't riot owned by tencent too? so why can't use ggg their network infrastructure :D share the love!

and yes as an it guy id did traceroute and log shit in affliction multiple times. we all know those nodes. Funny how the shitty ISPs in Europe whine about net neutrality pushing their networks to the limit but still expect their paying customers to deal with Telia....
Current Build: Penance Brand
God build?! https://pobb.in/bO32dZtLjji5
Last edited by tsunamikun on Jul 10, 2024, 8:13:06 AM
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tsunamikun wrote:
isn't riot owned by tencent too? so why can't use ggg their network infrastructure :D share the love!

and yes as an it guy id did traceroute and log shit in affliction multiple times. we all know those nodes. Funny how the shitty ISPs in Europe whine about net neutrality pushing their networks to the limit but still expect their paying customers to deal with Telia....
I'm not even sure if Tencent money was used for that project or if it's something Riot managed to pay out of their own pockets. But the game outgrew existing providers so they did almost everything from scratch.

https://technology.riotgames.com/news/fixing-internet-real-time-applications-part-ii
Last edited by Ulsarek on Jul 10, 2024, 9:29:54 AM
riot is owned to 100% by tencent, their money, is their money xD
Current Build: Penance Brand
God build?! https://pobb.in/bO32dZtLjji5
"
tsunamikun wrote:
riot is owned to 100% by tencent, their money, is their money xD
Not necessarily. Riot was acquired by Tencent in 2011, the game blew up a bit before that. They started mitigating the aforementioned issues before that by splitting EU into West/East and investing into infrastructure. Though the majority of the heavy work was finished much later, Tencent at least paid some of it eventually.
"
tsunamikun wrote:


and yes as an it guy id did traceroute and log shit in affliction multiple times. we all know those nodes. Funny how the shitty ISPs in Europe whine about net neutrality pushing their networks to the limit but still expect their paying customers to deal with Telia....


I agree on ISPs in Europe being shitty, but in my experience, other games don't suffer much as POE does.

Trace routing makes no much sense in my case because:
1- The problem is consistent among multiple Cities and ISPs, even if I fix them all, I occasionally have to play POE on Nvidia NOW (with same problem) and I have no control over their connections to POE servers.
2-Nevertheless, out of curiosity, tried it but Tracerouting did not work(at least in my areas):
it will show only 2 hops and no nodes between, because ISP's firewall and other protections. I tried multiple tools and apps, ICMP and UDP, unspecifying/specifying or excluding ports, from Windows and Linux, I got no more than 2 hops(if u know a method that can bypass these restrictions without having to make some complex project, plz let me know, I'll appreciate it)
Last edited by Hossedos on Jul 19, 2024, 2:54:57 AM
I don't understand why this keeps coming up. It's been explained by networking professionals about a million times. It's been proven over and over again.

Using a VPN solves this.

It's not PoE's fault. They can't do anything about routing.
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mccready wrote:
I don't understand why this keeps coming up. It's been explained by networking professionals about a million times. It's been proven over and over again.

Using a VPN solves this.

It's not PoE's fault. They can't do anything about routing.

Sorry to disrupt your peace and harmony, I didn't mean to.

*It is clearly Not a routing problem in my case, if you've read the post and some replies.
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mccready wrote:
I don't understand why this keeps coming up. It's been explained by networking professionals about a million times. It's been proven over and over again.

Using a VPN solves this.

It's not PoE's fault. They can't do anything about routing.
If a VPN fixes it then GGG can do exactly what the VPN provider is doing, consequently GGG can then thus fix it.

Also see my post here in this thread - they/GGG may have a wide spectrum of options for improving this situation: https://www.pathofexile.com/forum/post-reply/3530880#p25352897
No wonder it's lost, it's in the middle of the jungle!
If the EU market was worth the money required to fix this problem, it would have been fixed already. . .

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