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FFXIV servers are currently experiencing DDoS attacksFollow

#52 Nov 21 2014 at 4:51 PM Rating: Decent
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Didn't FFXI get totally shut down for a few weeks once due to a large scale earthquake/tsunami in Japan? Although SE did compensate for it afterward.
#53 Nov 21 2014 at 6:39 PM Rating: Decent
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Well I chose the wrong time to comeback.
#54 Nov 21 2014 at 6:56 PM Rating: Excellent
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Quote:
Consumers have the right to be childish, do we not?


Children have a right to be childish. If you're an adut, you should please act like one.

I'd be upset about actual server stability issues if that's what was happening here, but it isn't. Being DDoS'd isn't SE's fault, nor is there a ton they can do about it. I'm sure they're working with their internet providers to get the appropriate blocks in place to stop the attack, but beyond that there isn't anything they can do about this. So, since there's nothing they can do about it, I choose not to blame them for it.

The post quoted from J. Allen Brack regarding WoW was in response to server stability and gameplay issues related to the launch of WoW's newest expansion (I've been playing it, I saw the problems). Since that was an actual Blizzard problem, it was their responsibility to do something about it and they did. They were also DDoS'd at the time and that didn't help, but it wasn't the primary issue facing customers at the time.

Would it be nice for SE to add some time to people's accounts due to the length of the service interruption? Sure. Is it necessarily their responsibility to do that? No.

This is by no means a permanent state of affairs. It'll get solved.

Edited, Nov 21st 2014 6:57pm by Callinon
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#55 Nov 21 2014 at 7:20 PM Rating: Default
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Theo and gifted do have a point..
These DDos have only been a few days and since launch this game has been plagued with instability and lag for a portion of its users.
They changed the night of the tomb reset because of issues with instability with everything resetting the same day.. The day after tome reset allot of the instances crash or lag. After updates to the game for the first few weeks there is lag.. SE has admitted N. shroud has had lag issues because of congestion.. But they have really done nothing for the Tuesday congestion etc. or any of it.. You know someone said SE is acting like this game was set to fail .. Its like they are afraid to upgrade because they don't think the success will last.
Its like they are waiting for the population to natural decline , But it does not and I see more and more new people..

Yea level 3 problems are not totally SE fault but they are the ones who chose where to put their servers, they didn't have to put them there near a known problem... There are Several other things they can do to .. But I don't have time right now.. The game for me right now is not lagging and I need to play... I do think Se is trying to fix this Issue somewhat with level 3 too...




Edited, Nov 21st 2014 8:35pm by Nashred

Edited, Nov 21st 2014 8:37pm by Nashred
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#56 Nov 21 2014 at 11:02 PM Rating: Excellent
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Archmage Callinon wrote:
Quote:
Consumers have the right to be childish, do we not?


Children have a right to be childish. If you're an adut, you should please act like one.

I'd be upset about actual server stability issues if that's what was happening here, but it isn't. Being DDoS'd isn't SE's fault, nor is there a ton they can do about it. I'm sure they're working with their internet providers to get the appropriate blocks in place to stop the attack, but beyond that there isn't anything they can do about this. So, since there's nothing they can do about it, I choose not to blame them for it.

The post quoted from J. Allen Brack regarding WoW was in response to server stability and gameplay issues related to the launch of WoW's newest expansion (I've been playing it, I saw the problems). Since that was an actual Blizzard problem, it was their responsibility to do something about it and they did. They were also DDoS'd at the time and that didn't help, but it wasn't the primary issue facing customers at the time.

Would it be nice for SE to add some time to people's accounts due to the length of the service interruption? Sure. Is it necessarily their responsibility to do that? No.

This is by no means a permanent state of affairs. It'll get solved.

Edited, Nov 21st 2014 6:57pm by Callinon


Exactly. It's called dealing with it.
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#57 Nov 22 2014 at 12:01 AM Rating: Good
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Arcari wrote:
Didn't FFXI get totally shut down for a few weeks once due to a large scale earthquake/tsunami in Japan? Although SE did compensate for it afterward.


Most Japanese services got shutdown (willingly) in order to help with the situation while the rest that didn't rotated their power consumption basically. It lasted a few months actually for certain things.
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#58 Nov 22 2014 at 6:40 AM Rating: Decent
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Nashred wrote:
svlyons wrote:
Nashred wrote:
Well Tried hitting ultros form work:
I removed the first hops well you know why but look at the results.. By the way this is not from att..

4 12 ms 12 ms 12 ms xe-0-3-0-7.r06.chcgil09.us.bb.gin.ntt.net [128.242.186.161]
5 13 ms 13 ms 14 ms Xe-9-1-edge2.nwr1.level3.net [4.68.111.69]
6 * * * Request timed out.
7 * * * Request timed out.
8 39 ms 39 ms 39 ms ORMUCO-COMM.car2.Montreal2.Level3.net [4.59.178.74]
9 39 ms 38 ms 42 ms 192.34.76.10
10 72 ms 56 ms 59 ms 199.91.189.242
11 39 ms 39 ms 39 ms 199.91.189.36

Look at that: Timed out at level 3 and this is 12:21
Well that explains the lag during other hours now..

I'm not sure what you're getting out of this traceroute. Was this a ping based traceroute? It's not unusual for routers to be configured to not respond to ICMP messages, so the results for hop 6 and hop 7 aren't necessarily a big deal. If you ran that traceroute multiple times, and hops 6 and 7 consistently showed the same results, I would expect it to be the results of how those switches or routers are configured, rather than an indication of network congestion.

If there was game impacting latency due to the network, I would expect to see those time outs littered across different hops when comparing multiple traceroutes. I also don't know if the difference between 72 ms and 39 ms is big enough to be impactful on XIV game play.


4 293 ms 166 ms 101 ms xe-0-3-0-7.r06.chcgil09.us.bb.gin.ntt.net [128.242.186.161]
5 80 ms 66 ms 15 ms Xe-9-1-edge2.nwr1.level3.net [4.68.111.69]
6 38 ms * 38 ms ae-10-10.car2.Montreal2.Level3.net [4.69.153.86]
7 38 ms * 38 ms ae-10-10.car2.Montreal2.Level3.net [4.69.153.86]

8 39 ms 39 ms 39 ms ORMUCO-COMM.car2.Montreal2.Level3.net [4.59.178.74]
9 39 ms 39 ms 39 ms 192.34.76.10
10 39 ms 39 ms 39 ms 199.91.189.242
11 39 ms 39 ms 39 ms 199.91.189.36

I am not sure it is network congestion.. Might be a flaky router.
Edit:
Yea just tracert
I mainly did it to see where I was being routed through...
Again this is work and not my home internet where I actually play the game..
Also my problems are between 7:00 and 9:00 most days, except yesterday..

Edited, Nov 21st 2014 1:57pm by Nashred


Nodes across the backbone give low priority to ICMP requests (i.e. pings and traceroutes), and either respond to them very slowly or ignore them completely (they'll route ICMP fine, but sending a response to one is a different matter). So these traceroutes aren't showing a problem at all since the final pings on the last line are reasonable and they're indicative of the actual time it takes requests to reach the intended server. If that's looking okay, then your entire transmission is okay.
#59 Nov 24 2014 at 12:42 AM Rating: Good
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I saw SE's notice sunday (yesterday) about this being fixed/solved, yet the first thing that happened was that i got kicked out of the game with a 90000 when i queue'd up for a dungeon... (Which was ok i guess since i got to try out Far Cry 4...)

Were they a bit premature? Is this a new wave? Or is it truly fixed and i'm being screwed by something else? :/
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#60 Nov 24 2014 at 6:26 AM Rating: Excellent
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They may have fixed whatever problem is on their end, but level3 hasn't stopped sucking for quite some time.

I've been getting randomly 90k'd for months now through no fault of SE's.
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#61 Nov 24 2014 at 7:12 AM Rating: Decent
Archmage Callinon wrote:
They may have fixed whatever problem is on their end, but level3 hasn't stopped sucking for quite some time.

I've been getting randomly 90k'd for months now through no fault of SE's.


While SE can do nothing about someone targeting them with DDoS attacks, it was SE's decision to implement the NA/EU servers to a place where they would be on the mercy of level3's inadequate service. Soon EU will finally see a relief, but the NA players seem to be screwed.
#62 Nov 24 2014 at 8:07 AM Rating: Default
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Xoie wrote:
Nashred wrote:
svlyons wrote:
Nashred wrote:
Well Tried hitting ultros form work:
I removed the first hops well you know why but look at the results.. By the way this is not from att..

4 12 ms 12 ms 12 ms xe-0-3-0-7.r06.chcgil09.us.bb.gin.ntt.net [128.242.186.161]
5 13 ms 13 ms 14 ms Xe-9-1-edge2.nwr1.level3.net [4.68.111.69]
6 * * * Request timed out.
7 * * * Request timed out.
8 39 ms 39 ms 39 ms ORMUCO-COMM.car2.Montreal2.Level3.net [4.59.178.74]
9 39 ms 38 ms 42 ms 192.34.76.10
10 72 ms 56 ms 59 ms 199.91.189.242
11 39 ms 39 ms 39 ms 199.91.189.36

Look at that: Timed out at level 3 and this is 12:21
Well that explains the lag during other hours now..

I'm not sure what you're getting out of this traceroute. Was this a ping based traceroute? It's not unusual for routers to be configured to not respond to ICMP messages, so the results for hop 6 and hop 7 aren't necessarily a big deal. If you ran that traceroute multiple times, and hops 6 and 7 consistently showed the same results, I would expect it to be the results of how those switches or routers are configured, rather than an indication of network congestion.

If there was game impacting latency due to the network, I would expect to see those time outs littered across different hops when comparing multiple traceroutes. I also don't know if the difference between 72 ms and 39 ms is big enough to be impactful on XIV game play.


4 293 ms 166 ms 101 ms xe-0-3-0-7.r06.chcgil09.us.bb.gin.ntt.net [128.242.186.161]
5 80 ms 66 ms 15 ms Xe-9-1-edge2.nwr1.level3.net [4.68.111.69]
6 38 ms * 38 ms ae-10-10.car2.Montreal2.Level3.net [4.69.153.86]
7 38 ms * 38 ms ae-10-10.car2.Montreal2.Level3.net [4.69.153.86]

8 39 ms 39 ms 39 ms ORMUCO-COMM.car2.Montreal2.Level3.net [4.59.178.74]
9 39 ms 39 ms 39 ms 192.34.76.10
10 39 ms 39 ms 39 ms 199.91.189.242
11 39 ms 39 ms 39 ms 199.91.189.36

I am not sure it is network congestion.. Might be a flaky router.
Edit:
Yea just tracert
I mainly did it to see where I was being routed through...
Again this is work and not my home internet where I actually play the game..
Also my problems are between 7:00 and 9:00 most days, except yesterday..

Edited, Nov 21st 2014 1:57pm by Nashred


Nodes across the backbone give low priority to ICMP requests (i.e. pings and traceroutes), and either respond to them very slowly or ignore them completely (they'll route ICMP fine, but sending a response to one is a different matter). So these traceroutes aren't showing a problem at all since the final pings on the last line are reasonable and they're indicative of the actual time it takes requests to reach the intended server. If that's looking okay, then your entire transmission is okay.


Right but like I said this is not my line with the problem it is my work line.. Also time out could mean a flaky router too not that it is just set to ignore ICMP requests.....It doesn't mean there is a problem but it could.
This was also done mid day not when there is problems.
By the way I cant find it again but does anyone know the program SE is requesting people run and send them the logs?


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#63 Nov 24 2014 at 8:09 AM Rating: Good
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KojiroSoma wrote:
I saw SE's notice sunday (yesterday) about this being fixed/solved, yet the first thing that happened was that i got kicked out of the game with a 90000 when i queue'd up for a dungeon... (Which was ok i guess since i got to try out Far Cry 4...)

Were they a bit premature? Is this a new wave? Or is it truly fixed and i'm being screwed by something else? :/


Where did you see this?
And what was solved? was it the DDoS or the level 3.

.
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#64 Nov 24 2014 at 11:27 AM Rating: Excellent
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Quote:
While SE can do nothing about someone targeting them with DDoS attacks, it was SE's decision to implement the NA/EU servers to a place where they would be on the mercy of level3's inadequate service. Soon EU will finally see a relief, but the NA players seem to be screwed.


While you're technically correct, the only way around this is to have their data center somewhere that the midwest never has to be involved in routing to.

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#65 Nov 24 2014 at 11:48 AM Rating: Excellent
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Archmage Callinon wrote:
Quote:
While SE can do nothing about someone targeting them with DDoS attacks, it was SE's decision to implement the NA/EU servers to a place where they would be on the mercy of level3's inadequate service. Soon EU will finally see a relief, but the NA players seem to be screwed.

While you're technically correct, the only way around this is to have their data center somewhere that the midwest never has to be involved in routing to.

And who knows what other kinds of network transport issues SE could run into from a different geographic location. Hindsight is 20/20.
#66 Nov 24 2014 at 12:33 PM Rating: Good
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Archmage Callinon wrote:
Quote:
While SE can do nothing about someone targeting them with DDoS attacks, it was SE's decision to implement the NA/EU servers to a place where they would be on the mercy of level3's inadequate service. Soon EU will finally see a relief, but the NA players seem to be screwed.


While you're technically correct, the only way around this is to have their data center somewhere that the midwest never has to be involved in routing to.



There are other ways around this..
They also can work with level 3 to make sure their traffic isn't ending up in the slow lanes, it may mean paying a fee...

They can work with local isp to get information routed a different way.

There are things they can do on their end but that is above my knowledge.

A lot will play into economics and how far they go to solve this. It really depends on how many people are affected by this and that is hard to tell because most of the players affected have already left. Will they come back? How many customers will eventually leave if service doesn't get better or it continues to get worse or more are affected...

The reason their are so many complaints again is now it hit att customers and it will continue to grow.. It seemed to mostly be Verizon customers originally.

Some of this would not even matter if this game didn't rely so heavily on dodge mechanics.




Edited, Nov 24th 2014 1:35pm by Nashred
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#67 Nov 24 2014 at 12:37 PM Rating: Good
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svlyons wrote:
Archmage Callinon wrote:
Quote:
While SE can do nothing about someone targeting them with DDoS attacks, it was SE's decision to implement the NA/EU servers to a place where they would be on the mercy of level3's inadequate service. Soon EU will finally see a relief, but the NA players seem to be screwed.

While you're technically correct, the only way around this is to have their data center somewhere that the midwest never has to be involved in routing to.

And who knows what other kinds of network transport issues SE could run into from a different geographic location. Hindsight is 20/20.


You dont move all the servers, you break them up in to regions. you keep some out east, some Midwest and some west for example. This way you use the server that is best for you.. Sometime the server closer is not always best either.


For FFXIV this becomes hard mainly because of the housing issue... How do you handle this?..
Also more expensive/harder to manage the servers this way.

The thing is it is very hard to do now and financially may not make sense but in the end may have to be done...


Edited, Nov 24th 2014 2:00pm by Nashred
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