[HN Gopher] World Login Errors and Resolutions
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World Login Errors and Resolutions
Author : wallflower
Score : 40 points
Date : 2021-12-08 00:22 UTC (1 days ago)
(HTM) web link (na.finalfantasyxiv.com)
(TXT) w3m dump (na.finalfantasyxiv.com)
| joe-collins wrote:
| Yoshi-P's status as the very public face of the team, even in
| difficult times, continues to earn my respect. Even more so to
| actually discuss the nitty-gritty of the technical issues they're
| facing, rather than just gesturing to vague "issues". It signals
| reciprocal respect for their players, in a way that too often
| feels absent when dealing with other studios.
| hajhatten wrote:
| Something I've noticed more and more following the gaming
| industry the last decade. Developers openly loathing it's end
| users. And if they're brave enough to speak about it publicly,
| who knows what they're saying behind closed doors.
| rstupek wrote:
| Have you seen the entitlement some end users display towards
| developers? The vitriol hurled at them through twitter, etc?
| [deleted]
| ianbutler wrote:
| Not that I think any of that is excusable but a lot of
| studios have been churning out garbage and expecting
| players to swallow it and say thanks.
|
| Look at the infinite multiplayer debacle right now,
| probably the worst f2p monetization I've seen since the f2p
| model started taking hold like 20 years ago.
|
| So many games release as barely working beta states right
| now and I think players should be angry. How they take it
| out isn't right and often who it's directed at is wrong but
| a lot of the times AAA and the like Game Studios are just
| putting out bad products and anger I think is a valid
| feeling to have when as a player, you see that.
| joe-collins wrote:
| Despite your guarded opening, I think your stance is
| overly equivocal. There isn't a strong "both sides"
| argument when one side engages in death threats and
| doxxing while the other merely produces subpar products.
| Would you consider your opinions reasonable if consumers
| targeted the same vitriol at the manufacturer of a faulty
| appliance?
| ianbutler wrote:
| I think telling someone they made a shitty product when
| they did is warranted regardless of industry, especially
| if you're paying or being manipulated into paying money.
| I don't think extreme behaviors are okay, which I said -
| but you're right it was maybe a bit ambiguous, so to note
| to be extra clear, death threats are a form of extreme
| behavior.
| virtue3 wrote:
| They're so strapped they decided to bring dev server's online to
| support the login process. OOOF.
|
| The chip shortage and their own success is a really bad combo
| here.
|
| But overall Yoshi-P's attitude keeps me playing and interested.
| He really loves this game and his community and it shows through
| their thoughtfulness and general open-ness and direct
| communication with the fanbase.
| falcolas wrote:
| One thing they're not mentioning is the queues being unstable -
| being kicked out of the queue by their 2002 errors. I'd love to
| see them address this beyond "it's likely a client networking
| issue". Once you're in the game it's rock solid, which leads me
| to question the "client networking issue" explanation.
|
| The large and unstable queues are leading to the use of mouse
| jigglers and such, so people can log in in the morning just so
| they can play at night. An interesting, but not helpful, emergent
| behavior.
| jdknezek wrote:
| I haven't verified myself, but [1] & comments assert that the
| client attempts to open a new lobby server connection
| periodically based on time or byte count, which causes your
| client to bump into the lobby server limit even mid-queue.
|
| [1]
| https://www.reddit.com/r/ffxiv/comments/r9r25a/error_2002_is...
| virtue3 wrote:
| My pro-tip here is to use the XIVLauncher (get it from github).
|
| Logs you in much faster than the default launcher.
|
| They brought in dev machines to address this. The issue is the
| queue is for your data center. And it maxes out at 15k. I think
| they're going to be operating at 17,500 now?
|
| There's most likely some really long open socket connection
| with no retry logic. So anytime you get a hint of packetloss
| it's over. Polling would be better but would also require a lot
| more hardware? I'm not sure how I'd design a better system.
|
| As soon as the queue hits 15k people get booted and you end up
| with about 2-3 minutes to get back in and keep your spot.
| derefr wrote:
| > Once you're in the game it's rock solid, which leads me to
| question the "client networking issue" explanation.
|
| Could be different architectures between the "queue" and the
| in-game session.
|
| Presumably with the in-game backends, the client gets told to
| connect to a _specific_ backend (or through an LB with a sticky
| session), which keeps some of your active player state in-
| memory; and because of that, they 'd want those backends to be
| robust to disconnection, allowing the client to reconnect and
| resume the existing backend session on the same server.
|
| The queue, on the other hand, is the first-in-line protection
| for the game -- equivalent to Cloudflare for an HTTP site. It
| has to deal with bots, DDoS attacks, etc. I would guess that
| they "solved" this by requiring a kind of proof-of-work -- that
| "work" in this case being "keeping a socket open and responding
| to pings for the whole time you're in the queue."
|
| If this were true, "client networking issues" _would_
| technically be the proximate cause of a client falling out of
| the queue and having to get back in line at the end. It 'd be a
| problem the devs created for themselves, but it would indeed be
| the problem.
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