Server Move - Timing and Information

Discussion in 'Shard News' started by Chris, Jun 13, 2016.

  1. Taliic

    Taliic Well-Known Member

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    lag was really bad tonight, as in after 3am est.
  2. Fireball

    Fireball Active Member
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    I have a 1 to 2.5 second ping this morning. It's not fun and I understand people who share my frustration.

    Clearly the move to the new server is causing trouble.

    People need to remember that this is not Telamon's fault. It is the fault of the new server host. Someone bought up the old hosting company and closed down the old datacentre where UOR was hosted. The best interim decision was to move the game to the new hosting owner's datacentre. It could have worked out just fine. Nobody could know there would be any issues until it was tried.

    Telamon provides this service to us for FREE. Some people donate money to help pay for the server which helps, but I doubt it covers the server costs. Despite this he keeps going and provides us with the best UO experience available today (in my opinion and that of others) and I know how much work is involved in that.

    So please. Trust that he will get this sorted out one way or another, but it will take some time. I am quite certain that he will be more frustrated than you are. I have hosted data and other things for clients for many years, including games and including UO. I can tell you that when things are not working right I feel like shit. I feel embarrassed and frustrated and angry. I am quite certain that Chris will be feeling all of these things and will be talking to the hosting provider to get this sorted out as soon as possible. It may be as simple as getting them to understand that UO needs top priority on services to prevent the lag spikes. If they can't fix that I have no doubt that Chris will move the server to a new host.

    Be patient. Be thankful you have been given UOR. All will be well.

    FB
  3. Mundungu !

    Mundungu ! Member
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    I am experiencing a lot of random disconnections as well :\
  4. Fungus

    Fungus Member
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    Sorry @Zyler I was being 110% sarcastic ;)
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  5. wylwrk

    wylwrk Well-Known Member

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    Yes, multiple disconnections here as well.

    The usual full stop game freeze is more often now.
  6. MMz

    MMz Active Member
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    Got 3 disconnects last night. Average ping 220ms (old server was 140ms with rare disconnects).

    Just reporting, no whine.
  7. That Guy

    That Guy Well-Known Member
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    I had this experience last night too,I was running 3 clients
  8. Wigwam

    Wigwam New Member

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    Just reporting as well:
    Old ping - ~150-180
    New ping - 350-400

    Location: EU
  9. babo

    babo Member
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    Ping has gone down from 230ms to around 200ms today, there's also considerably less choppiness and freezing.

    [​IMG]
    Last edited: Jun 19, 2016
  10. Valrick

    Valrick Well-Known Member
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    I'm not a networking guru but the TTL number when pinging the new servers is a fraction of what it used to be. Time-to-Live on each packet being so much shorter would cause hiccups to kick people / going link-dead more often? Any way to tweak the server config to fix that?


    Like I said, no expert here, but i suffer those issues where clients throughout a day will disconnect? (all at all once, here and there not always all three clients disconnect)
    Bamilus and Caska VS Trees like this.
  11. Lyta

    Lyta Well-Known Member
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    As mentioned earlier, I experience frequent random disconnects. This comes in the form of a game freeze and I am unable to get back on in under 10 minutes. Here is a traceroute and a ping when my connection is working fine:

    Code:
    Pinging 199.59.161.210 with 32 bytes of data:
    Reply from 199.59.161.210: bytes=32 time=46ms TTL=114
    Reply from 199.59.161.210: bytes=32 time=43ms TTL=114
    Reply from 199.59.161.210: bytes=32 time=43ms TTL=114
    Reply from 199.59.161.210: bytes=32 time=42ms TTL=114
    
    Ping statistics for 199.59.161.210:
        Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
    Approximate round trip times in milli-seconds:
        Minimum = 42ms, Maximum = 46ms, Average = 43ms
    Code:
    Tracing route to 199.59.161.210 over a maximum of 30 hops
    
      1     2 ms     1 ms     1 ms  ***sanitized***
      2    56 ms    17 ms    55 ms  ***sanitized***
      3    68 ms    14 ms    11 ms  STTLWAWBCI01.bb.telus.com [75.154.217.108]
      4    11 ms    14 ms    12 ms  ix-ae-4-0.tcore1.00S-Seattle.as6453.net [64.86.123.149]
      5    11 ms    12 ms    11 ms  207.45.206.10
      6     *        *        *     Request timed out.
      7   116 ms   194 ms    50 ms  4.68.62.46
      8    42 ms    43 ms   109 ms  192.184.12.81
      9    45 ms    42 ms    44 ms  199.59.161.210
    
    Trace complete.
    Here is a traceroute and a ping during a random disconnect:
    Code:
    Pinging 199.59.161.210 with 32 bytes of data:
    Request timed out.
    Request timed out.
    Request timed out.
    Request timed out.
    
    Ping statistics for 199.59.161.210:
        Packets: Sent = 4, Received = 0, Lost = 4 (100% loss)
    Code:
    Tracing route to 199.59.161.210 over a maximum of 30 hops
    
      1     2 ms     8 ms    55 ms  ***Sanitized***
      2    14 ms     8 ms    28 ms  ***Sanitized***
      3    16 ms    18 ms    13 ms  STTLWAWBCI01.bb.telus.com [75.154.217.108]
      4    21 ms    21 ms    23 ms  ix-ae-4-0.tcore1.00S-Seattle.as6453.net [64.86.123.149]
      5    11 ms    11 ms    14 ms  207.45.206.10
      6     *        *        *     Request timed out.
      7     *        *        *     Request timed out.
      8     *        *        *     Request timed out.
      9     *        *        *     Request timed out.
    10     *        *        *     Request timed out.
    11     *        *        *     Request timed out.
    
    Trace complete.
    I have done this multiple times across multiple disconnects. The issue is always with 4.68.62.46 (a Level 3 box in CO).

    I'm just providing information.
    Last edited: Jun 21, 2016
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  12. napo

    napo Well-Known Member

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    still laggy as shit
    I'll check back when the free hosting period is up, I think it doubtful that anything will change before then
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  13. shad

    shad Well-Known Member
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    Before 30ms no lost pings, never disconnected.
    Now 80-90ms an alot of lost pings
    Disconnect my toons 4-5 times/week.
    :(
    Im from quebec,canada.
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  14. shad

    shad Well-Known Member
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    To be more precise, i got disconnected with 2 differents providers: videotron & fibre noire(100mb direct optical fiber).
    Last edited: Jun 27, 2016
  15. Cynic

    Cynic Well-Known Member
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    My ping doubled, still not as bad as some.

    Before the original server move I would frequently get desync'd. When the server went to VA I never again had to resync, never, I even unbound that macro because I never had to use it. The new location seems to have brought back that problem. I didn't notice it until tonight while pvping, I desync'd at least a dozen times within 20 minutes.

    The server is still playable but the desyncing is going to drive me nuts.
    Xegugg likes this.
  16. Chris

    Chris Renaissance Staff
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    It does seem like the new data center has a bit more unreliable connection, we are still evaluating the change and will look for other options if this doesn't work out.

    Just keep in mind still this was not a voluntary move, we are with the same host, just absorbed into level3 communications into a new data center.

    We were promised an equally stable connection and comparative ping times for our users, if that is not the case we are open to other options.
    Ahirman, Canis and wylwrk like this.
  17. Unknown_Hero

    Unknown_Hero Active Member

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    Another shard uses multiple servers with locations in the US and EU so no matter where someone lives they receive good ping, would that be possible here with the yearly budget?
  18. Blaise

    Blaise Well-Known Member
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    Pretty sure that's not possible, with RunUO anyway.
  19. Chris

    Chris Renaissance Staff
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    We could afford to open a European server of course, but it would divide our playerbase in a negative way.

    Which is fine for a server that operates on a "sell the most donation coins" goal. Dividing the playerbase, world gives you two servers to sell donations items on.

    For us however the goal is to bring our players together on a single server/world. So the split method wouldn't work for us. Are 2 servers with 300 active players each better than a single server with 500-600 online?
    Last edited: Jul 7, 2016
  20. Unknown_Hero

    Unknown_Hero Active Member

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    I don't think you're grasping the point. Everyone is still on the same UO server but under that server is multiple servers. I have no idea how it works, I just know another shard does it.

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