PoE is unplayable from Greece and Italy since it was released due to lag and disconnects.

So I have been reading and reading...to complete the "Get Path of Exile to stay connected" quest.

It isn't our "ISPs being cheap and susceptible", it isn't "the nature of the Internet" or all the other tom foolery of running trace routes, WinMTR, etc. I have been gaming since the original Everquest and Doom and guess what? I never had to turn in a trace route or contact my ISP due to the "nature of the internet".

I would suggest the PoE staff should contact ANY of the other online games technical staff and figure out how everyone else is able to have their gaming clients play without sending in trace routes and getting disconnected all the time? Hmmm...they somehow conquered "the nature of the internet" without blaming each of their customers ISPs!

And quit the tech support approach of "it's on your end". It gets old in a hurry.

Many, many of us are having the same issue..."an unexpected disconnect occurred"....NA, Singapore, Europe, Australia.

/disconnect

Few points:

1) Traceroutes are not to be taken as authoritative; WAN routers are not required to honor this functionality (which is why sometimes there wont even be data for a particular hop) and when they do the traffic is typically assigned low priority (hence skewing the results)

2) "Ping" as sampled by the game is not an interchangable metric with traceroutes (and not necessarily even between traceroute implementations) for a few reasons:

- Different implementations use different payload lengths for their sampling resulting in a fundamentally different measurement.

- Payload length is not linear in respect to latency (e.g, a 100 byte payload wont necessarily result in twice the latency of a 50 byte payload even given identical conditions)

- The "ping" reported by the game is also measuring other factors which are out of the scope of a traceroute. For example, it's influenced by the actual server software's response time and subject to the client's method of sampling (and time measurement)

3) The most basic of analysis for these issues will involve analyzing network traffic. For this you will require software such as Wireshark and someone with considerable knowledge of networking (IMPORTANT: The capture files can quite possibly contain sensitive information)


"

i think its really time to make it right and NOT use tcp as your protocal of choice GGG. its proven fact that hardly any1 got that working, simply due to the fact tcp works. itll never be fixed using tcp, it simply cant...i know thatll take ALOT of work, but well - better now than later right?!

just a little read:
http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/

TCP is the protcol employed by the vast majority of online games (there goes the "proven fact"). Secondly, although there are valid reasons for using UDP, this is not one of them -- the developers will have to effectively reimplement TCP themselves to meet the basic requirements of their application.
"The problem is there ARE secure netcodes" -- Pewzor
udp is quite useful if you dont mind dropped or lost packets. However, that would make poe desync to an extreme degree on bad connections. You will find most games that need reaction time or transmission of all packets will use tcp over udp.
HAIL SATAN!
Last edited by tramshed#4306 on Oct 28, 2013, 12:32:07 AM
"

udp is quite useful if you dont mind dropped or lost packets. However, that would make poe desync to an extreme degree on bad connections. You will find most games that need reaction time or transmission of all packets will use tcp over udp.

"reaction time" is a quality of UDP, not TCP -- it is the primary reason it is advocated (lower protocol overhead and lower kernel implementation overhead)

UDP is often employed by the FPS genre for this reason -- client's are dumb terminals and the frequency at which game state updates are propagated negates the network-layer errors that bubble up from UDP.
"The problem is there ARE secure netcodes" -- Pewzor
It's a server/game issue for sure.. Can't count how many times, ONLY during Dominus fights I or my entire group have been dc or crashed.

Other random lag moments when I can't hit anything, the game catches up and I am dead, and at that moment a bunch of people on chat complain about lag
day 5 report:

traceroute 1: 7 am CET. No lag. PoE is perfectly playable. My ping stays between 83-100.
|------------------------------------------------------------------------------------------|
| WinMTR statistics |
| Host - % | Sent | Recv | Best | Avrg | Wrst | Last |
|------------------------------------------------|------|------|------|------|------|------|
| 192.168.1.1 - 0 | 300 | 300 | 0 | 0 | 2 | 1 |
| [IP REDACTED] - 13 | 200 | 175 | 22 | 23 | 193 | 23 |
| [IP REDACTED] - 0 | 299 | 299 | 21 | 23 | 61 | 22 |
| [IP REDACTED] - 0 | 299 | 299 | 22 | 23 | 30 | 23 |
| 195.22.193.41 - 0 | 299 | 299 | 21 | 27 | 64 | 35 |
| te3-4.milano52.mil.seabone.net - 0 | 299 | 299 | 61 | 73 | 172 | 116 |
| ntt-verio.milano52.mil.seabone.net - 2 | 288 | 285 | 61 | 66 | 140 | 61 |
|xe-0-5-0-5.r02.frnkge03.de.bb.gin.ntt.net - 0 | 299 | 299 | 84 | 85 | 107 | 85 |
|xe-1-0-0.bbr01.xn01.fra01.networklayer.com.72.198.213.in-addr.arpa - 0 | 299 | 299 | 66 | 67 | 105 | 67 |
| ae7.bbr02.xn01.fra01.networklayer.com - 0 | 299 | 299 | 83 | 84 | 132 | 84 |
| ae1.bbr01.eq01.ams02.networklayer.com - 0 | 300 | 300 | 98 | 100 | 138 | 99 |
| ae5.dar01.sr01.ams01.networklayer.com - 0 | 299 | 299 | 80 | 82 | 120 | 81 |
| po1.fcr01.sr01.ams01.networklayer.com - 11 | 213 | 191 | 0 | 90 | 243 | 84 |
|37.58.67.218-static.reverse.softlayer.com - 0 | 299 | 299 | 86 | 88 | 98 | 86 |
|________________________________________________|______|______|______|______|______|______|
WinMTR v0.92 GPL V2 by Appnor MSP - Fully Managed Hosting & Cloud Provider



traceroute 2: 14:50 CET. insane lag. PoE is unplayable. My ping bounces between 100 and 400-500-infinity every 3-5 seconds.
|------------------------------------------------------------------------------------------|
| WinMTR statistics |
| Host - % | Sent | Recv | Best | Avrg | Wrst | Last |
|------------------------------------------------|------|------|------|------|------|------|
| 192.168.1.1 - 0 | 302 | 302 | 0 | 0 | 2 | 0 |
| [IP REDACTED] - 13 | 205 | 180 | 22 | 30 | 95 | 30 |
| [IP REDACTED] - 2 | 290 | 287 | 22 | 30 | 88 | 22 |
| [IP REDACTED] - 1 | 298 | 297 | 22 | 29 | 84 | 22 |
| 195.22.193.41 - 1 | 298 | 297 | 22 | 32 | 94 | 22 |
| te3-4.milano52.mil.seabone.net - 10 | 222 | 202 | 58 | 118 | 875 | 59 |
| ntt-verio.milano52.mil.seabone.net - 16 | 186 | 157 | 59 | 71 | 319 | 63 |
|xe-0-5-0-5.r02.frnkge03.de.bb.gin.ntt.net - 11 | 210 | 187 | 0 | 92 | 148 | 83 |
|xe-1-0-0.bbr01.xn01.fra01.networklayer.com.72.198.213.in-addr.arpa - 14 | 198 | 172 | 64 | 75 | 131 | 95 |
| ae7.bbr02.xn01.fra01.networklayer.com - 16 | 189 | 160 | 81 | 90 | 146 | 88 |
| ae1.bbr01.eq01.ams02.networklayer.com - 15 | 192 | 164 | 97 | 108 | 194 | 103 |
| ae5.dar02.sr01.ams01.networklayer.com - 18 | 178 | 147 | 84 | 96 | 152 | 87 |
| po2.fcr01.sr01.ams01.networklayer.com - 14 | 194 | 167 | 84 | 99 | 222 | 86 |
| 37.58.67.212 - 16 | 186 | 157 | 93 | 106 | 165 | 95 |
|________________________________________________|______|______|______|______|______|______|
WinMTR v0.92 GPL V2 by Appnor MSP - Fully Managed Hosting & Cloud Provider



traceroute 3: 15:00 CET. To another online ARPG which shall not be named. It is perfectly playable with no lag whatsoever.
|------------------------------------------------------------------------------------------|
| WinMTR statistics |
| Host - % | Sent | Recv | Best | Avrg | Wrst | Last |
|------------------------------------------------|------|------|------|------|------|------|
| 192.168.1.1 - 0 | 323 | 323 | 0 | 0 | 19 | 0 |
| [IP REDACTED] - 11 | 228 | 204 | 22 | 39 | 317 | 23 |
| [IP REDACTED] - 1 | 316 | 314 | 21 | 34 | 89 | 24 |
| [IP REDACTED] - 1 | 316 | 314 | 22 | 34 | 91 | 23 |
| 195.22.193.41 - 2 | 307 | 303 | 21 | 32 | 82 | 22 |
| xe-10-3-3.franco31.fra.seabone.net - 1 | 315 | 313 | 78 | 92 | 170 | 79 |
| ffm-b12-link.telia.net - 2 | 303 | 298 | 76 | 87 | 142 | 77 |
| ffm-bb2-link.telia.net - 3 | 299 | 293 | 73 | 95 | 189 | 74 |
| hbg-bb2-link.telia.net - 2 | 300 | 294 | 78 | 103 | 207 | 85 |
| adm-bb4-link.telia.net - 1 | 312 | 309 | 78 | 102 | 195 | 79 |
| adm-b5-link.telia.net - 2 | 308 | 304 | 78 | 104 | 165 | 96 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
| No response from host - 100 | 65 | 0 | 0 | 0 | 0 | 0 |
|________________________________________________|______|______|______|______|______|______|
WinMTR v0.92 GPL V2 by Appnor MSP - Fully Managed Hosting & Cloud Provider


Conclusions:
- the small packet loss on node #2 is irrelevant to the game experience.
- the main problem seems to be on the Telecom Italia (seabone.net) and Softlayer servers.
Sended an email to seabon tech service, i hope someone will respond to me.

For Italian user the huge amount of pocket loss is from seabon and amsterdam hop...

with another ISP (fastweb) that use telia there are a lot less pocket loss.


let see...
Last edited by possi#2049 on Oct 28, 2013, 11:53:32 AM
Well... "the operation timed out" during a little farm. And guess what, the instance just disappeared.

Before the release i never had a thing like that. Some disconnections at the beginning of the open beta, and never got any problem later. Plus, the disconnections never make the instance "disappear". We could go back in. Here, it's just not there.

Not that unplayable for me actually, but it's a little boring. I hope normal playing conditions will be back soon.
Last edited by Harest#1598 on Oct 28, 2013, 12:08:34 PM
Same problem here. I'm from Italy.

|------------------------------------------------------------------------------------------|
| WinMTR statistics |
| Host - % | Sent | Recv | Best | Avrg | Wrst | Last |
|------------------------------------------------|------|------|------|------|------|------|
| 192.168.1.1 - 0 | 254 | 254 | 0 | 0 | 2 | 0 |
|xe-0-5-0-5.r02.frnkge03.de.bb.gin.ntt.net - 15 | 140 | 119 | 0 | 590 | 4081 | 19 |
| pos1-4-0-0.milano26.mil.seabone.net - 11 | 171 | 153 | 1 | 186 | 4068 | 21 |
| 172.17.6.61 - 42 | 95 | 56 | 1 | 234 | 4069 | 129 |
| ae7.bbr02.xn01.fra01.networklayer.com - 21 | 124 | 98 | 0 | 438 | 4043 | 17 |
| ntt-verio.milano52.mil.seabone.net - 16 | 151 | 128 | 0 | 255 | 4025 | 32 |
| ae1.bbr01.eq01.ams02.networklayer.com - 20 | 140 | 112 | 0 | 175 | 4096 | 35 |
| ae5.dar02.sr01.ams01.networklayer.com - 16 | 148 | 125 | 0 | 260 | 4125 | 35 |
| po2.fcr01.sr01.ams01.networklayer.com - 45 | 92 | 51 | 0 | 204 | 2068 | 1 |
|xe-0-5-0-5.r02.frnkge03.de.bb.gin.ntt.net - 12 | 151 | 133 | 0 | 440 | 4033 | 2 |
| ae5.dar02.sr01.ams01.networklayer.com - 60 | 76 | 31 | 0 | 154 | 3029 | 142 |
| pos1-4-0-0.milano26.mil.seabone.net - 31 | 109 | 76 | 0 | 424 | 3999 | 56 |
| ae1.bbr01.eq01.ams02.networklayer.com - 33 | 108 | 73 | 0 | 207 | 4038 | 46 |
|xe-1-0-0.bbr01.xn01.fra01.networklayer.com.72.198.213.in-addr.arpa - 25 | 124 | 93 | 0 | 279 | 4139 | 61 |
| 172.17.49.177 - 25 | 124 | 93 | 0 | 213 | 3070 | 35 |
|37.58.67.210-static.reverse.softlayer.com - 2 | 242 | 239 | 0 | 117 | 1086 | 41 |
|________________________________________________|______|______|______|______|______|______|
WinMTR v0.92 GPL V2 by Appnor MSP - Fully Managed Hosting & Cloud Provider

As you can see the stats are awful. The fact is that I have no problem whatsoever with any other game/application and my ping to common addresses is low and stable.
"
Emjayen wrote:
"

udp is quite useful if you dont mind dropped or lost packets. However, that would make poe desync to an extreme degree on bad connections. You will find most games that need reaction time or transmission of all packets will use tcp over udp.

"reaction time" is a quality of UDP, not TCP -- it is the primary reason it is advocated (lower protocol overhead and lower kernel implementation overhead)

UDP is often employed by the FPS genre for this reason -- client's are dumb terminals and the frequency at which game state updates are propagated negates the network-layer errors that bubble up from UDP.


I was drunk when I posted that and worded it like balls, haha.Im drunk now too, but I think the word I was looking for was precision.

Also to you fellows going ITS ALL THE GAMES FAULT, many of us have no problems, so its more likely to be the routers fault in between you and the game.

If it was path of exiles servers fucking up, EVERYONE would have problems. That isnt the case, which means its routing, and between you and the fuckers you go through to get to poe.
HAIL SATAN!
Last edited by tramshed#4306 on Oct 28, 2013, 3:03:09 PM

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