Storyline Disconnects [merged] - Page 3 — Guild Wars 2 Forums

Storyline Disconnects [merged]

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  • I'm curious, anyone else who's experienced this, are you running a cloud backup service? I've only experienced this disconnect twice, playing through all of LWS3 and Path of Fire. (Sounds like I should be grateful for my luck; sympathies to everyone who's getting hammered by it.) Last time was during "The Departing" in PoF Act 3, twice in a row at the end, and I noticed Crashplan was chugging away both times, so I put it to sleep, and the mission completed just fine. Ever since, I just sleep CP whenever I'm going to get into story instances and I haven't had a problem.

    BUT, I only experienced the DC bug a couple times anyway, so that doesn't really prove anything. And it sounds like this is one of those bugs where eight different people try eight completely different things and it fixes it. But still, figure it's worth mentioning.

  • JonSP. not in my case no. I have nothing cloud based running. But I have a horrible feeling you may be correct, with the eight things. :)

  • Hello,
    I am playing through my personal story on a new character and I am unable to finish it because of constant game crashes. I noticed the game crashes after cutscenes or dialogues and sometimes right after a loading screen. After said cutscene my character is able to move around but cant weaponswap and all abilities are stuck and then I get kicked out of the game. It is happening after many instances from fight with zaitan, drytop and silverwastes and eirs death in the hot story line and currently I cant finish the instance where I enter tarir with Glints egg. I tried 7x now and it crashes everytime. I it very frustrating and I am unable to replay the story....
    The code that showes up after I get kicked out of the game is : Code=7:11:3:191:101 . I tried reinstaling the game, and chceck my firewall and internet connection but nothing helped.
    Thank you for looking into this.

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @steelpenguin.1860 said:
    any particular reason that actually trying to follow the story line is discouraged? or do I have to try to do it a certain number of time before it'll let me pass?

    In case it isn't obvious, the disconnections are a bug, and completely unexpected. Most players do not encounter them, and while ANet are still trying to figure out why folks like you are hitting them, there is no obvious common pattern to triggering the issue.

    So, to concretely answer your questions: following the story line is not discouraged, and you do not have to repeat any part of the story more than once, ever, in the design.

  • I've just tried again thinking perhaps a different night would result in success, nope dced at the same place.
    this time ive an error code which I will add to the report.

  • well apparently fourth time is a charm, asked a fellow guild member to accompany me this time, we figured if I got dced they would hopefully stay in and not loose connection, as it was the instance stayed stable. so finished now. will add it to current tickets.

  • Matuno.3607Matuno.3607 Member ✭✭

    I haven't encountered the issue since removing the local.dat file and letting the game generate a new settings file, and locking the framerate to 60 FPS. Still need to see if unlocking the framerate keeps it stable, or if the local.dat file is the culprit.

    @JonSP.1940 said:
    I'm curious, anyone else who's experienced this, are you running a cloud backup service? I've only experienced this disconnect twice, playing through all of LWS3 and Path of Fire. (Sounds like I should be grateful for my luck; sympathies to everyone who's getting hammered by it.) Last time was during "The Departing" in PoF Act 3, twice in a row at the end, and I noticed Crashplan was chugging away both times, so I put it to sleep, and the mission completed just fine. Ever since, I just sleep CP whenever I'm going to get into story instances and I haven't had a problem.

    BUT, I only experienced the DC bug a couple times anyway, so that doesn't really prove anything. And it sounds like this is one of those bugs where eight different people try eight completely different things and it fixes it. But still, figure it's worth mentioning.

    OneDrive for Business, OneDrive Personal, and Dropbox :expressionless:

  • foozlesprite.8051foozlesprite.8051 Member ✭✭✭

    I have a lot of issues with this when duoing stories with my spouse - if one of us disconnects, the other can't get back into the instance and we have to restart the entire thing. Checkpoints would be nice, or the ability to rejoin an instance when you log back in.

  • atheria.2837atheria.2837 Member ✭✭✭

    @Jeffrey Vaughn.1793 said:
    Have you submitted bug reports in game? As I said, we're still trying to find the common denominator in the disconnects.

    How are we supposed to put an 'in game report' on a thing that doesn't allow us a screen, error code or anything else we can screenshot or document?

    It's GW2 that needs to go to an error screen, and most of the time it is not.

  • Maxwell.1203Maxwell.1203 Member ✭✭

    Played through all of PoF, half of HoT, and up to the last chapter of core tyria and the common thread between all the disconnects I've had is that they've always been when the mission objective is being updated (particularly when it's being updated to "complete"). A lot of the time that means cutscenes, but I've had disconnects without them as well

  • ilonlie.4316ilonlie.4316 Member ✭✭

    Third disconnect of Hidden Arcana. Went through the same abuse with another alt same instance. Another miserable instance is course it's a the end of a very long instance during a mission transitions.

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    If anyone has the enthusiasm to try it, it might be quite interesting for y'all to grab Microsoft Message Analyzer (or some other tcpdump equivalent) and telling it to watch what happens with your GW2 connections. Port 6112 (on the instance server) is the most interesting one, I believe, as that is what would be disconnecting when you get kicked from the instance.

    I'm specifically thinking that the traffic drops to zero during these "cut scene" things, and some network device or firewall forgets about the connection, and so doesn't forward it correctly afterwards; the pattern of traffic around the disconnect should make clear what is going on.

    This is just a theory, and requires a somewhat advanced understanding of TCP/IP networking to implement, so I don't recommend it if you don't already have some idea in that direction. It may, however, help lead to a fix for the underlying problem.

    I'd do it myself, but it just works™ for me, I'm afraid, so I can't do the test -- I can't reproduce the problem, which clearly exists and hits some players super-annoyingly.

  • poochz.4507poochz.4507 Member ✭✭

    Jeffrey,
    If you're still watching: Instead of trying to reproduce or find the issue, why don't you just make the issue a non-issue by adding checkpoints? No reproducing, no fixing, just making it so that we can actually get through a story line. I have 10 characters, level 254, and have never finished the game storyline because of disconnects ONLY on the storyline. Trying to find why 100 people have flat tires is a 'nice to know' thing, but building a better tire would just solve it in the meantime. I love the game, but the storyline? Ain't happening. The sad part is, I need some items I can only get from the storyline. Did I mention checkpoints??????????? As mentioned 100 times by others already?

  • @Jeffrey Vaughn.1793
    Hope this is still being looked into, because it is definitely still an issue. I've DC'ed a number of times I cant even count and through perserverence have made it to the last part in PoF story. but Dc'ed near the end. I've tried plenty of the homebrew "fixes" but they don't really fix anything as much as decrease the chance of it happening. I feel like the main issue is the fact that there is not a grace period for reconnecting to your instance. If that was implemented it would solve the problem of having to do entire story missions all over again. I was very excited for this story and have enjoyed it indeed. But I feel like I have to speed run my missions so I don't have to restart from scratch. Its not a fun experience when you can't relax. Hope this fixes soon, but considering this has been a problem for the little man since 2016 I wont get my hopes up.

  • jediwolf.8724jediwolf.8724 Member ✭✭✭

    I have submitted in game bug supports a few times for the departed story. I managed to send it just before I disconnected.
    Whether it made to Anet or not. I have no idea.
    But I am still stuck at that story no resolution. I am waiting and going to see if I will buy next expansion or not.
    What is the point if you can't do the story?

  • Darkrayne.5614Darkrayne.5614 Member
    edited June 9, 2018

    I have been having this issue but I seem to have fixed it by creating a rule for GW2 in Windows Firewall, both Inbound and Outbound allowing all connections. There wasn't a rule generated for it previously.

    If it happens again after doing this, I'll update.

    EDIT: Didn't work, disconnected on Arah.

  • I have started playing this game around a year ago a couple of months before PoF release, I liked it while playing free and prepurchased the PoF before its release together with the HoT. I even purchased the old Living Stories. Looking back now it has been one of the worst game purchases I have ever made. I rage quitted several times and uninstalled the game because of the storyline disconnections 6-7 months ago. A week ago I decided to reinstall and give it another shot. Today I wasted 3 hours on Beast of War story of PoF. Looks like there is no progress on this issue and at this point I don't think there will ever be. Normally I don't care much about bugs, or crashes but when they cause me to repeat the mission from the beginning and waste the little time I have for playing games it becomes extremely annoying. I have uninstalled today for the second time and I don't think I will give this game a third chance. It is a pity because I really liked the gameplay.

  • Just adding to this, I've got the same.

    It ruins the experience completely since it always happens at the very end of the instance. The second that I see that instance, movie icon pop up over the head of my character I know that I'm screwed again. This should be the #1 bug to fix really. In the mean time - isn't it possible to add a completed flag to the mission before the final cut scene begins? It's 2018 now, the game should be aware that you just completed an instance instead of dropping you at the very start again.

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    Just a reminder: try hitting your auto-attack button (eg: 1 or whatever) every couple seconds during that period. See if that helps.

    Also, if you want to tcpdump the data stream, I'm looking to see if we have the same symptoms for other folks to the one example so far, which puts it most likely in a router NAT table dropping the connection details or something.

  • undouble.1472undouble.1472 Member ✭✭

    It doesn't help to hit ANY key--since the connection to the server has been "lost". That's the error message I'm getting when the DV occurs (at the end of the LONG story episodes (like killing Balthazar's statue in "The Dragon's Reach Part 2"-----------at the final cutscene. All I get is the film reel then the above disconnect notice. DC's (to me) ONLY occur at the end cutscene in the LONGER story lines.

  • Hesacon.8735Hesacon.8735 Member ✭✭✭✭

    Crashing on City of Hope (Twice so far). The second time (on different days with the computer having been rebooted several times) it was obvious what was about to happen and it's like watching a train wreck in slow motion.

    The entire egg chamber glows for about 30 seconds trying to load a cinematic, then the entire game crashes.

    https://imgur.com/a/QYyHhoL

    https://imgur.com/a/CR1efqf

    Lost all story progress both times, which is uh, very annoying, to put it politely.

  • Still trying to get through Arah.. I've disconnected about 6 times now trying to do it, all at different parts of the dungeon but always after a cut scene. Absolutely ruined the game for me.

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @undouble.1472 said:
    It doesn't help to hit ANY key--since the connection to the server has been "lost".

    The point is to generate client<=> server traffic before the connection is lost, to determine if that helps prevent it being lost in the first place. So, I'm sorry if I wasn't clear, but ... try hitting that button during the cutscene, ok?

    That's the error message I'm getting when the DV occurs (at the end of the LONG story episodes (like killing Balthazar's statue in "The Dragon's Reach Part 2"-----------at the final cutscene. All I get is the film reel then the above disconnect notice. DC's (to me) ONLY occur at the end cutscene in the LONGER story lines.

    If you want more detailed analysis, hit up a tcpdump (or wireshark, or the native capture stuff for Windows 10, they are all fine) for the game traffic, and post it here, and I'll happily take a look and see if it matches the pattern I expect: a long period of zero traffic, after which the game tries to resume, but the intermediate device has forgotten the connection, so it doesn't manage to actually communicate with the server.

  • My experience with this SPECIFIC DC is that it occurs IMMEDIATELY after the statue is defeated--this is the start point for the cutscene. My character IMMEDIATELY gets the film reel overhead and at that point, NO keyboard or mouse action can occur-----I have a frozen "screenshot" that devolves into the DC notice. So, trying to use mouse/keyboard to circumvent this issue is a "non-starter". Sorry that I can't even get a screenshot to add to this writeup. Once again, this issue doesn't arise on the SHORT story episodes-------just on the much LONGER ones. It "almost" seems as if the server has "forgotten" what comes next-----and is awaiting some? unknown input from an unknown somewhere?----------primarily because at the point of occurrence, NO action is requested- required - solicited from the client to "continue" the storyline.

  • Sen Stark.9837Sen Stark.9837 Member ✭✭
    edited June 11, 2018

    This occurs on most story missions now. Is there any reasons why there is a lack of checkpoints? Ridiculous.

  • Hey SlippyCheeze.5483 not sure if this is what you are looking for but here is my 'capture' on wireshark https://drive.google.com/open?id=1k_cnq9Ld7IwtQZKSLd58Oeo_ci8zddjM filtered to the Instance IP

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @Lemon.1805 said:
    Hey SlippyCheeze.5483 not sure if this is what you are looking for but here is my 'capture' on wireshark https://drive.google.com/open?id=1k_cnq9Ld7IwtQZKSLd58Oeo_ci8zddjM filtered to the Instance IP

    That's the stuff. I'll have to wait until this evening to take a look at it, but wanted to confirm that this is absolutely fine as a way to capture the required data.

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @Lemon.1805 said:
    Hey SlippyCheeze.5483 not sure if this is what you are looking for but here is my 'capture' on wireshark https://drive.google.com/open?id=1k_cnq9Ld7IwtQZKSLd58Oeo_ci8zddjM filtered to the Instance IP

    Interestingly, I took a look at that capture, and it looks like your system stopped getting responses from the ANet server at ~ 2018-06-11T22:33:03.3401030, and then finally gave up and closed the connection at 2018-06-11T22:33:22.5434210, about 20 seconds later. Most of that seems to go into a black hole: a handful of retransmits outbound, but the rest of it just vanishes.

    My best guess would be some sort of outbound connectivity issue -- I see other, non ANet resets in the trace around the same time -- but I'm not clear what. Unfortunately, beyond what looks like a client timeout while traffic is being generated and sent, I see nothing especially useful.

    Thanks. Sorry not to have more useful information for you.

  • bilbojj.1936bilbojj.1936 Member
    edited June 13, 2018

    So its happens randomly but its always in a story mission and always right at the end of a long mission. For some reason the game will just close to the Charater select screen after a cutscene or something i can log right back in but the whole mission was was on resets? is it not possible to atlest put a grace period in if you DC or checkpoints in a mission that you can portal back to anytime? Some of those missions are really dam long lol

  • I and another player have been having the same issue on the Hearts and Minds storyline. It will fail at various points through out the mission. Both me and the other player will show each others position and not have any connectivity issues until one of the cutscenes or scene changes takes place and then the film reel icon will appear for one or the other client and it all stops. Interestingly the other can occasionally continue to move until they too are disconnected 20-30 seconds later. Both computers are on the same network plugged into the same switch. We have attempted this mission an even dozen times each time with a disconnect. We have skipped this mission and are progressing with the next living season and having no issues so far.

    I understand they are having trouble isolating the issue, but maybe a stop gap fix might be in order. Say save the instance state if connection is lost so we don't have to progress through a long complex fight again. Or checkpoints on the mission. A keepalive for the connection, or let the client hunt around for a server that will respond to finish the mission out. Something, anything really.

  • how many kitten times do I need to slap Balthazar til he uses his cheat codes to one shot me, to then find my name. Aquire my purpose, slap some donut stealing undead souls to then tell Joko to do one the crusty clown. Getting tiresome to waste 30 mins to then fail due to these ridiculous DCs. If this continues with no fix Ill just get my refund and move onto a game that can ge tthe fundamentals of questing correct.

  • I encountered the same issue in the final mission of the base game, "Victory or Death".
    I always get a disconnect after the cinematic cut-scene after killing the mouth of Zhaitan.
    Eventually I got passed it, but it has costed me half the afternoon and many curses and frustration.
    Of course I send in a ticket to Arenanet and here's what I did to get past it, although I am not sure if this actually helped and I just got lucky on that last attempt.

    • I killed every possible process in windows 10, before starting the game.
    • I switched to full screen windowed, instead of full screen
    • limited to 60fps
    • set the option "Content Streaming" to Max, instead of Idle
    • during the un-skippable cut scenes I unfocused the game by clicking the desktop on my secondary monitor.

    It ONLY happens after cinematic cut scenes in the story modes that you can NOT skip.
    I finally managed to get passed it, but in the following event, the celebration in Fort Trinity, after speaking with Trahearne, it happened again! But only once.
    It also happened a few times at the beginning of "Victory or Death" when Logan tries to be a Hero and stays behind. Also an unskippable cutscene.

    Hopes this helps, if they are not gonna fix it, we need solid work-a-rounds.

  • Just wondering, has anyone uninstalled the game completely and then re-installed? That seemed to fix my problem (for now) but I am progressing through the PoF Story normally.

  • JackalHeadGod.8195JackalHeadGod.8195 Member ✭✭
    edited June 17, 2018

    I'm having the same issue as zaXan, except it happens on skippable ones as well. Can't get through the last story.

    No update from Arena.net in a month, that's absolutely appalling. Also no mention on known issues page, which doesn't make me confident.

  • @Sen Stark.9837 said:
    Just wondering, has anyone uninstalled the game completely and then re-installed? That seemed to fix my problem (for now) but I am progressing through the PoF Story normally.

    Nevermind, still having issues. It seems that its just RNG that it gets past certain points in missions. What a shame.

  • We gave up on the mission that we were having the issue with and moved to the next living season. 4 missions in and the same issue is cropping up again. Support is of no help so I don't know what to do. We absolutely cannot progress in the story at this point. So what is the use in continuing to play?

  • Inculpatus cedo.9234Inculpatus cedo.9234 Member ✭✭✭✭

    Have you tried a VPN? Tried minimizing the client during cut-scenes? Tried moving your character or using skills during cut-scenes? Some players have had success using those work-arounds whilst waiting for the Devs to find out what is causing this issue for some players.

    Good luck.

  • @Inculpatus cedo.9234 said:
    Tried minimizing the client during cut-scenes?

    No, and that would kinda ruin it as I want to watch the scenes (first story play through). Guess I could play through once and watch then a second time and minimise, but good I don't have the patience for that as I'd have to do it for ever cut-scene in the mission one after another.

    @Inculpatus cedo.9234 said:
    Tried moving your character or using skills during cut-scenes?

    Just by pressing WASD and number keys? I can do that. I'm guessing the theory is that it sends some sort of keepalive to the server on keypress that stops a connection timing out? Seems plausible, will try tonight.

    @Inculpatus cedo.9234 said:
    Some players have had success using those work-arounds whilst waiting for the Devs to find out what is causing this issue for some players.

    Thanks for the suggestions, I'd seen the minimise one before, but not the one about using abilities/movement.The silence on the issue is still terrible though.

    Andrew Milne

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭
    edited June 18, 2018

    @JackalHeadGod.8195 said:

    @Inculpatus cedo.9234 said:
    Tried moving your character or using skills during cut-scenes?

    Just by pressing WASD and number keys? I can do that. I'm guessing the theory is that it sends some sort of keepalive to the server on keypress that stops a connection timing out? Seems plausible, will try tonight.

    Yeah, that's the theory. In the couple of traces I have looked at, we see when the cutscene starts there is a "long" period of idleness on the connection, where by "long" I mean "thirty seconds", followed by the client being unable to communicate with the server, and eventually the connection being reset.

    My pet theory is that some router or other manages to kick the GW2 client connection out of the NAT table during that time, so when the client starts sending traffic again it is either blocked by the router, or comes out with a different source port, and the server doesn't recognize it.

    The theory of hitting your auto-attack is that it generates traffic to the server, which stops the weird network device dropping the connection.

    This would also be consistent with the ANet statement above that they can't yet identify the root cause of the problem.

    Out of interest, what brand and model router do you have where you play GW2?

  • JackalHeadGod.8195JackalHeadGod.8195 Member ✭✭
    edited June 18, 2018

    @SlippyCheeze.5483 said:
    Yeah, that's the theory. In the couple of traces I have looked at, we see when the cutscene starts there is a "long" period of idleness on the connection, where by "long" I mean "thirty seconds", followed by the client being unable to communicate with the server, and eventually the connection being reset.

    My pet theory is that some router or other manages to kick the GW2 client connection out of the NAT table during that time, so when the client starts sending traffic again it is either blocked by the router, or comes out with a different source port, and the server doesn't recognize it.

    The theory of hitting your auto-attack is that it generates traffic to the server, which stops the weird network device dropping the connection.

    This would also be consistent with the ANet statement above that they can't yet identify the root cause of the problem.

    Isn't that what TCP/IP Keep alive packets are meant to deal with?

    @SlippyCheeze.5483 said:
    Out of interest, what brand and model router do you have where you play GW2?

    Uk, Virgin Media with their smart-hub.

    I wonder if it would be worth giving my PC a reserved local IP and set up a straight port forwarding rule? That could rule out something getting confused at my routers end.

    I've a DIR-615 kicking around, might dust that out and switch the cable modem to modem only mode (I certainly don't trust the Virgin media POS to not be at fault).

    Edit: Well I tried the key-pressing, and literally the first cut-scene I was in it disconnected.
    Edit 2: Tried a manual port re-direct on static IP (well DHCP reservation but close enough) and this time it disconnected outwith a cinematic. I'd just brought in last power core and it was doing the bit where they talk just before the cinematic kicked in and it disconnected.

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @JackalHeadGod.8195 said:

    @SlippyCheeze.5483 said:
    Yeah, that's the theory. In the couple of traces I have looked at, we see when the cutscene starts there is a "long" period of idleness on the connection, where by "long" I mean "thirty seconds", followed by the client being unable to communicate with the server, and eventually the connection being reset.

    My pet theory is that some router or other manages to kick the GW2 client connection out of the NAT table during that time, so when the client starts sending traffic again it is either blocked by the router, or comes out with a different source port, and the server doesn't recognize it.

    The theory of hitting your auto-attack is that it generates traffic to the server, which stops the weird network device dropping the connection.

    This would also be consistent with the ANet statement above that they can't yet identify the root cause of the problem.

    Isn't that what TCP/IP Keep alive packets are meant to deal with?

    Sure, as long as the timeout is >= 1 hour, they do just fine at that. :)

    So, yeah, it's true that they are, but the time visible in these traces is so small that it isn't really within the range that protocol level keepalives support. I'd love to know what would happen if ANet implemented effectively a noop application level keepalive of some sort though.

    @SlippyCheeze.5483 said:
    Out of interest, what brand and model router do you have where you play GW2?

    Uk, Virgin Media with their smart-hub.
    I wonder if it would be worth giving my PC a reserved local IP and set up a straight port forwarding rule? That could rule out something getting confused at my routers end.

    Pretty sure that is just inbound traffic. It couldn't hurt, I'd guess, but normally the outbound traffic uses a random "local" port number, which the server then uses to identify the connection using the triple {client port, client ip, server port}. (Technically, "server ip" is there too, but since that is necessarily identical for all connections to that one server, it doesn't matter in this case.)

    So, the issue would be that if the NAT mapping -- which usually changes the "local" port number on the way through -- forgets, and assigns a different port number the second time, it'd be unrecognisable on the server.

    I've a DIR-615 kicking around, might dust that out and switch the cable modem to modem only mode (I certainly don't trust the Virgin media POS to not be at fault).
    Edit: Well I tried the key-pressing, and literally the first cut-scene I was in it disconnected.

    Well, that probably shoots that idea in the head. I had hoped, but I also feared the cutscene might block player actions, which would show the same issue.

    I will be very interested to hear if the different gateway helps. I certainly hope so, as it would be wonderful to have something that might solve this even for some players.

    At the end of the day, this is just guesswork, but hey, if we find something, it makes many lives better. :)

  • Some of the other "fixes" on the forums talked about changing the /clientserver argument, hence thought the port forwarding could have mattered.

    I'll dig out the other router and give that a try tomorrow. Fiddling with this for the last hour, rather than playing the game, has basically sapped any interest I had in actually playing the game. The other thing I might try is booting the game up on my mac and seeing if it has the same issue (which would definitely imply host or OS side rather than network routing).

    I absolutely hate skipping content, I'm a story gamer, so if I can't get past this I'm basically stuck. It's infuriating; I was quite excited last night to see the final mission (I stopped playing at launch before getting to it) and now I'm fighting network issues while Arena.net seem to ignore us.

    Thanks for all your help Mr. Slippy Cheeze, I'll report back if the router makes a difference or not.

  • Inculpatus cedo.9234Inculpatus cedo.9234 Member ✭✭✭✭

    ArenaNet isn't ignoring this issue; you can read the Dev posts in this thread (using the 'Next ArenaNet Post' feature). What they haven't done is figured out what causes this issue for some sub-set of players. Some players don't encounter any disconnections, and the QA Team and Devs can't replicate it (which is necessary to solve the problem).

    Good luck.

  • Ringlin.1863Ringlin.1863 Member ✭✭✭
    edited June 19, 2018

    @Inculpatus cedo.9234 said:
    ArenaNet isn't ignoring this issue; you can read the Dev posts in this thread (using the 'Next ArenaNet Post' feature). What they haven't done is figured out what causes this issue for some sub-set of players. Some players don't encounter any disconnections, and the QA Team and Devs can't replicate it (which is necessary to solve the problem).

    There are several ways to solve the problem, even if they don't know the cause.

    The simplest one is to save progress at certain points in long story episodes. I keep getting disconnected during Hearts & Minds, and it has obvious save points. Many episodes have easy progress places.

    That's not rocket science. While in the instance, you already have the ability to Restart at a Checkpoint. So ANet just needs to save that info and allow you to return there when you return to the instance..

    If ANet doesn't want people to break episodes into chunks completed over multiple days, just give a window for rejoining a story in progress, as apparently they did in GW1.

    This is one of the most frustrating bugs in the game. It's predictable (at least for me - in any long episode, chances of a disconnect are disturbingly high), punishing (your time gets completely wasted, with nothing gained) ... and completely avoidable if ANet simply allows you to return to checkpoint when re-entering an instance, just as you can from within it.

  • Lanhelin.3480Lanhelin.3480 Member ✭✭✭

    For a few days until now I tested instanced content while the Steam client was running in the background. No disconnects so far. I have no exact idea why it works. I did not restrict Steam downloads so it basically communicates continously asking for game updates, also their is-the-user-online?-tool keeps tracking mouse movement and keyboard usage, so there's some sort of continuous communication activity too.

    Maybe this sort of inet-communication also prevents the GW2 character-login-client to "assume" that the current character is offline or should be offline, which can happen in instances and then leads to a disconnection to character selection menue. A "real" D/C would also kick us from the entire client back to Desktop, but only the character gets the D/C, not the Account.

    So, I recommend to try activating Steam, unrestricting its downloads (if restricted) or to use a similar program like GoG Galaxy or the like.

  • JackalHeadGod.8195JackalHeadGod.8195 Member ✭✭
    edited June 19, 2018

    @Inculpatus cedo.9234 said:
    ArenaNet isn't ignoring this issue; you can read the Dev posts in this thread (using the 'Next ArenaNet Post' feature).

    I'll admit I'm a bit salty; I just spent money on this game (the two expansions) and now I'm blocked because of what turns out to be a well known bug.

    They've acknowledged the issue in this thread but:

    1. The last post from Arena.net was over a month ago, hardly good support of your customers. Even a "we're still looking in to it and here's some things to try" post once every week or two would be enough to make me feel like it's still being looked in to
    2. It isn't even on the known issues pages (or at least I couldn't find it there a couple days ago) which hardly makes it seem like a priority

    @Inculpatus cedo.9234 said:
    which is necessary to solve the problem

    Yes and no. To really "fix" the problem you need to have a stable reproduction case, however a normal approach in situations where replication is hard or impossible is to add more auditing code (which they could tell us they've done) and to try speculative fixes (for example SlippyCheese indicated there seems to be a big gap in comms and perhaps an intermediate nat translation is being timed out, if they think that's a possibility they could add keep alive messages and see if that fixes the issue). It's hard, but it's not impossible to fix or mitigate a bug without understanding it.

    @Ringlin.1863 said:
    If ANet doesn't want people to break episodes into chunks completed over multiple days, just give a window for rejoining a story in progress, as apparently they did in GW1.

    Even a 5 minute reconnect timer would be enough for me, just give me time for the cinematic to finish and the connection to time-out.

    @Lanhelin.3480 said:
    So, I recommend to try activating Steam, unrestricting its downloads (if restricted) or to use a similar program like GoG Galaxy or the like.

    Unfortunately that's my standard set-up. :(

  • SlippyCheeze.5483SlippyCheeze.5483 Member ✭✭✭✭

    @JackalHeadGod.8195 said:

    @Inculpatus cedo.9234 said:
    which is necessary to solve the problem

    Yes and no. To really "fix" the problem you need to have a stable reproduction case, however a normal approach in situations where replication is hard or impossible is to add more auditing code (which they could tell us they've done) and to try speculative fixes (for example SlippyCheese indicated there seems to be a big gap in comms and perhaps an intermediate nat translation is being timed out, if they think that's a possibility they could add keep alive messages and see if that fixes the issue). It's hard, but it's not impossible to fix or mitigate a bug without understanding it.

    Please note: I'm not an ANet dev, and I don't suffer this problem, I'm just trying to help out because I figure a second brain can't hurt ANet getting those details that they need, and it is nice to use those skills from my day job to help people out.

    So, everything I say is up and up just speculation. I mean, I have solid reasoning behind why I guess those things, but they are still that. Ultimately, though, that'd be true: the issue they identified is they can't figure out why this happens to a small but non-zero number of players, and it happens really consistently and frustratingly for them.

    @Ringlin.1863 said:
    If ANet doesn't want people to break episodes into chunks completed over multiple days, just give a window for rejoining a story in progress, as apparently they did in GW1.

    Even a 5 minute reconnect timer would be enough for me, just give me time for the cinematic to finish and the connection to time-out.

    I suspect that the mechanism used to manage instances is oblivious about this sort of thing, so even if they kept the instance alive, they would not easily be able to reconnect you to it. (I know that I definitely avoid that sort of knowledge in the router when building distributed systems like ANet use for their game, so I'm guessing again, but ... shrug)

    Checkpoints would likely be much easier, because they can recreate the instance and just plop you at a spot in it, if they wanted to work around it.

    Anyways, if anyone feels enthused, feel free to tcpdump or equivalent the outbound traffic and I can see if your disconnects have the same sort of pattern. (...or just check yourself, if you want. I'm not uniquely skilled at reading these.)

    You might also try the clientport option for 80, and 443, and see if either of those help. In at least one case they did not -- the user was using 443 already, and got these disconnects -- but there may well be more than one problem going on here.

  • @SlippyCheeze.5483 said:
    Please note: I'm not an ANet dev, and I don't suffer this problem, I'm just trying to help out because I figure a second brain can't hurt ANet getting those details that they need, and it is nice to use those skills from my day job to help people out.

    Indeed, I was just using your idea as an example. And, personally, I appreciate you trying to pick up some of the slack.

    @SlippyCheeze.5483 said:
    I suspect that the mechanism used to manage instances is oblivious about this sort of thing, so even if they kept the instance alive, they would not easily be able to reconnect you to it. (I know that I definitely avoid that sort of knowledge in the router when building distributed systems like ANet use for their game, so I'm guessing again, but ... shrug)

    Checkpoints would likely be much easier, because they can recreate the instance and just plop you at a spot in it, if they wanted to work around it.

    Your probably right about a lot of that. It seems like it should be easier to just "keep it alive" rather than "store a checkpoint and come back to it later" but if almost 20 years of software development has taught me anything it's that "sounds easier" and "is easier" are generally diametrically opposed :open_mouth:

    @SlippyCheeze.5483 said:
    You might also try the clientport option for 80, and 443, and see if either of those help. In at least one case they did not -- the user was using 443 already, and got these disconnects -- but there may well be more than one problem going on here.

    I've tried both 80 and 443 with no difference. I even tried a different port but it wouldn't even log in then.

    Going to give it another go tonight to see if its feeling kinder to me, if not I might try some of the suggestions.

  • kharmin.7683kharmin.7683 Member ✭✭✭✭

    @Jeffrey Vaughn.1793 said:
    This is still under investigation, but so far we haven't found a consistent common element or any way to reproduce the problem in-house. I'm subscribed to this thread, so I'm continuing to follow it and read all the posts.

    Thanks for chiming in.

    I am a very casual player.
    Very.
    Casual.

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