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Final Fantasy XIV Solves Problems - 325,000+ Players at onceFollow

#1 Sep 05 2013 at 8:38 AM Rating: Excellent
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Final Fantasy XIV Solves Problems, Gets 325,000 Concurrent Connections, Server Transfers and AFK Timer Planned

by Giuseppe Nelva Sep 5th 2013 6:47AM 5 @abriael
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Final Fantasy XIV Solves Problems, Gets 325,000 Concurrent Connections, Server Transfers and AFK Timer Planned

Yesterday a ten hours long maintenance shut down Final Fantasy XIV: A Realm Reborn‘s servers while the development team worked hard to implement the fixes that would have, at least in theory, solved the congestion problems that afflicted servers and players since the game’s launch.

When the servers reopened players saw an initial lapse of peace where they managed to login without trouble. It almost appeared like the calm before the storm. And indeed it was.

As some logged out and back in, disaster struck, as more and more accounts started to be affected by the dreaded error 3102, that used to terrorize the playerbase during open beta and had reared its ugly head, preventing access to the game again.

Luckily this time Square Enix acted fairly swiftly, and without even issuing another maintenance the development team solved the problem in a few hours. The storm was finally past.

As of now by most accounts there’s no trouble logging in and out of the game, and the servers (the number of which has grown to 53 between the two datacenters) are stable. There are queues here and there, but that’s business as usual.

Yesterday’s maintenance didn’t just increase the number of servers, but it also enhanced the servers themselves, by pushing the limit of simultaneous connections for each to a very respectable number between 7,500 and 7,800. This means that now the game can theoretically play host to up to 413,000 players at the same time.

But the news don’t end there. Producer Naoki Yoshida just posted a statement (literally as I was writing, way to break my train of thought) explaining that the game has again broken its concurrent connections (users online at the same time) record, reaching the mind boggling number of 325,000.

Since the number continues to grow, Yoshida-san announced that further measures will be put in place in order to avoid the occurrence of further problems, including the implementation of several new servers, the splitting of the duty finder groupings in three per datacenter (now they’re split in two), and the enhancement of the performance of each server.

The implementation of an automatic logout timer for AFK players is also planned for implementation next week. In addition to that, as soon as things will be fully stable, the development team plans to offer the ability to transfer servers for those that could not create a character in their world of preference and could not join their friends. This is top priority for the team but details are still being worked out and will be announced at a later date.

To cope with the overwhelming load of players, Square Enix had to suspend sales of the digital download version of the game and distribution of the retail version. Yoshida predicts that those will resume in staggered stages as things stabilize fully.

Finally, given the surprising amounts of sales, Square Enix plans to strengthen its retail strategy for the game, especially in sight of the future release of the PlayStation 4 version, raising the projected predictions in order to be prepared for a large influx of players and avoiding an encore of the same problems.

It seems that at last Final Fantasy XIV: A Realm Reborn has hit its stride and its playerbase can finally enjoy some quality time with the game.

http://www.dualshockers.com/2013/09/05/final-fantasy-xiv-solves-problems-gets-325000-concurrent-connections-server-transfers-and-afk-timer-planned/

Looks like a whole lot more is incoming, despite the problems being greatly eliminated. More servers and even a timeout for AFKers. SE listened... They really did!
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#2 Sep 05 2013 at 8:42 AM Rating: Decent
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Hope the AFK timer will cut in at around 30 minutes or so, because too often I find myself standing around waiting on duty finder to get me into a dungeon. Guess I'll have to move now while I'm doing that.
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#3 Sep 05 2013 at 8:53 AM Rating: Good
Good news, everyone!
/professorfarnsworth
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#4 Sep 05 2013 at 8:54 AM Rating: Decent
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yeah, I see the afk timer affecting those that have to wait for the duty finder and do other (non-gaming) things while they wait. Hopefully the duty finder will move faster before this happens.
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#5 Sep 05 2013 at 8:54 AM Rating: Good
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Valkayree wrote:
Hope the AFK timer will cut in at around 30 minutes or so, because too often I find myself standing around waiting on duty finder to get me into a dungeon. Guess I'll have to move now while I'm doing that.

I hope it's an hour. Sometimes, I take a long crap or just want to eat a meal in peace then get right back to it.
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#6 Sep 05 2013 at 8:56 AM Rating: Excellent
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Lefein wrote:
Valkayree wrote:
Hope the AFK timer will cut in at around 30 minutes or so, because too often I find myself standing around waiting on duty finder to get me into a dungeon. Guess I'll have to move now while I'm doing that.

I hope it's an hour. Sometimes, I take a long crap or just want to eat a meal in peace then get right back to it.



A 1 hour crap Smiley: oyvey That's not good for the ********...

But I agree with your meaning, I'm thinking something like 90 minutes...I would more like to see the people who are logging in before work and 9 hours later coming to play be affected...not the IBS crowd...
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#7 Sep 05 2013 at 9:00 AM Rating: Good
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Am I the only one who would be annoyed if the auto-disconnect isn't something we have the ability to turn off?
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#8 Sep 05 2013 at 9:01 AM Rating: Excellent
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****, didn't see this before I posted.
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#9 Sep 05 2013 at 9:03 AM Rating: Excellent
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Valkayree wrote:
Hope the AFK timer will cut in at around 30 minutes or so, because too often I find myself standing around waiting on duty finder to get me into a dungeon. Guess I'll have to move now while I'm doing that.


You could stand in the corner of a building and hit auto run haha. I used to do that in other mmo's that had afk timers.
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#10 Sep 05 2013 at 9:05 AM Rating: Good
FilthMcNasty wrote:
Am I the only one who would be annoyed if the auto-disconnect isn't something we have the ability to turn off?


Seems like it would defeat the purpose if you could just switch it off and idle all day while swimming at the lake.
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#11 Sep 05 2013 at 9:10 AM Rating: Good
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I don't know about everyone else, but I logged in at rush hour yesterday (5:45PM PST) and didn't even have a queue. I'm not sure AFKing to stay on the server is necessary. Then again, not sure the AFK timer is either. I think making it an option is the best case.
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#12 Sep 05 2013 at 9:13 AM Rating: Decent
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This is definitely good news for people who were asking for server transfers as well.

****************, didn't see this before I posted.[/quote]

What did you posted?

Edited, Sep 5th 2013 11:14am by Lefein
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#13 Sep 05 2013 at 9:15 AM Rating: Decent
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Hopefully the AFK timer will have an option to disable it like FFXI had... that way if you don't disable it (like a majority of players will not) then they will get kicked while AFK for over 15 minutes or whatever time limit they have in place.
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#14 Sep 05 2013 at 9:16 AM Rating: Decent
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Chialing wrote:
FilthMcNasty wrote:
Am I the only one who would be annoyed if the auto-disconnect isn't something we have the ability to turn off?


Seems like it would defeat the purpose if you could just switch it off and idle all day while swimming at the lake.


Chialing wrote:
FilthMcNasty wrote:
Am I the only one who would be annoyed if the auto-disconnect isn't something we have the ability to turn off?


Seems like it would defeat the purpose if you could just switch it off and idle all day while swimming at the lake.

FFXI had an idle timer you could switch off. If you have it enabled by default, 60% of the population is to stupid to disable it. So you've implemented it and given people a choice, which the people like, and still solve your problem, because people are dumb.

Hopefully it's 2 hours, to cut out the over-nighters or gone-to-workers. You can get hung up doing htings and be longer than an hour. I think night and work time kicks would take out most of hte people that are doing this.
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#15 Sep 05 2013 at 9:18 AM Rating: Good
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PocketHockey wrote:
FFXI had an idle timer you could switch off. If you have it enabled by default, 60% of the population is to stupid to disable it.
Sweety, you're not part of the other 40% if you think they won't disable it.
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#16 Sep 05 2013 at 9:18 AM Rating: Default
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Sounds good...
Still dont think it is right to kick AFK'ers they pay a monthly fee and it is their right to use every second of that month if they want too... This will eventually lead to allot of problems like people getting booted waiting for a run or something.

You fix the log on issue the afk issue goes away for most.
Most were only staying on because they had fear of getting back on. You remove that fear the afk issue is no more. those that want to stay on will find away anyway..

Everything else sounds cool



Edited, Sep 5th 2013 11:22am by Nashred
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#17 Sep 05 2013 at 9:19 AM Rating: Good
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Around 10:00pm CNT last night all worlds started having Duty Finder issues, 90005 and then short versions of 3102.

Huge improvements getting logged in. But still some stability issue going in and out of instances.

Anyone on now? How are things running this morning?
#18 Sep 05 2013 at 9:23 AM Rating: Good
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jaggars wrote:
Lefein wrote:
Valkayree wrote:
Hope the AFK timer will cut in at around 30 minutes or so, because too often I find myself standing around waiting on duty finder to get me into a dungeon. Guess I'll have to move now while I'm doing that.

I hope it's an hour. Sometimes, I take a long crap or just want to eat a meal in peace then get right back to it.



A 1 hour crap Smiley: oyvey That's not good for the ********...

But I agree with your meaning, I'm thinking something like 90 minutes...I would more like to see the people who are logging in before work and 9 hours later coming to play be affected...not the IBS crowd...


Glad I have a wireless controller, I can bring it with me Smiley: grin
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#19 Sep 05 2013 at 9:24 AM Rating: Good
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Gnu wrote:
Around 10:00pm CNT last night all worlds started having Duty Finder issues, 90005 and then short versions of 3102.

Huge improvements getting logged in. But still some stability issue going in and out of instances.

Anyone on now? How are things running this morning?


Took me 45 minutes last night as a DD trying to get into Castrum Meridianum. Likely because it takes 2 hours of pure concentration for relatively little reward.
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#20 Sep 05 2013 at 9:25 AM Rating: Excellent
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Nashred wrote:
Sounds good...
Still dont think it is right to kick AFK'ers they pay a monthly fee and it is their right to use every second of that month if they want too... This will eventually lead to allot of problems like people getting booted waiting for a run or something.

You fix the log on issue the afk issue goes away for most.
Most were only staying on because they had fear of getting back on. You remove that fear the afk issue is no more. those that want to stay on will find away anyway..

Everything else sounds cool



Edited, Sep 5th 2013 11:22am by Nashred


If given the opportunity to safely log back in, most folks would prefer not to overheat their boxes. If you build it, they will log.

Edited, Sep 5th 2013 10:25am by Valkayree
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#21 Sep 05 2013 at 9:25 AM Rating: Good
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Valkayree wrote:
jaggars wrote:
Lefein wrote:
Valkayree wrote:
Hope the AFK timer will cut in at around 30 minutes or so, because too often I find myself standing around waiting on duty finder to get me into a dungeon. Guess I'll have to move now while I'm doing that.

I hope it's an hour. Sometimes, I take a long crap or just want to eat a meal in peace then get right back to it.



A 1 hour crap Smiley: oyvey That's not good for the ********...

But I agree with your meaning, I'm thinking something like 90 minutes...I would more like to see the people who are logging in before work and 9 hours later coming to play be affected...not the IBS crowd...


Glad I have a wireless controller, I can bring it with me Smiley: grin


And a series of mirrors to see the screen?
#22 Sep 05 2013 at 9:27 AM Rating: Good
Nashred wrote:
Sounds good...
Still dont think it is right to kick AFK'ers they pay a monthly fee and it is their right to use every second of that month if they want too... This will eventually lead to allot of problems like people getting booted waiting for a run or something.

Everything else sounds cool


On the contrary, this won't cause any problems at all. WOW kicks you after a certain time with no way to disable it, and they have been doing alright for many years. It may seem unfair, but if they put it into their TOS and you agree to it, you are playing by their rules.
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#23 Sep 05 2013 at 9:28 AM Rating: Decent
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Valkayree wrote:
Nashred wrote:
Sounds good...
Still dont think it is right to kick AFK'ers they pay a monthly fee and it is their right to use every second of that month if they want too... This will eventually lead to allot of problems like people getting booted waiting for a run or something.

You fix the log on issue the afk issue goes away for most.
Most were only staying on because they had fear of getting back on. You remove that fear the afk issue is no more. those that want to stay on will find away anyway..

Everything else sounds cool



Edited, Sep 5th 2013 11:22am by Nashred


If given the opportunity to safely log back in, most folks would prefer not to overheat their boxes. If you build it, they will log.

Edited, Sep 5th 2013 10:25am by Valkayree



Well the issue was the log in servers really.. So now you create this issue of more people being booted and more having to log in putting more stress on the log in servers again.
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#24 Sep 05 2013 at 9:28 AM Rating: Good
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Westyle wrote:
Valkayree wrote:
jaggars wrote:
Lefein wrote:
Valkayree wrote:
Hope the AFK timer will cut in at around 30 minutes or so, because too often I find myself standing around waiting on duty finder to get me into a dungeon. Guess I'll have to move now while I'm doing that.

I hope it's an hour. Sometimes, I take a long crap or just want to eat a meal in peace then get right back to it.



A 1 hour crap Smiley: oyvey That's not good for the ********...

But I agree with your meaning, I'm thinking something like 90 minutes...I would more like to see the people who are logging in before work and 9 hours later coming to play be affected...not the IBS crowd...


Glad I have a wireless controller, I can bring it with me Smiley: grin


And a series of mirrors to see the screen?


Ooh, an intricate set... Wait, no... perhaps a quick test to see if the wireless reach extends to the bathroom, and then twitch the joystick every few seconds. Or.... I could be one of those folks who you see running blindly against the wall because I have a book laying on my controller.
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#25 Sep 05 2013 at 9:31 AM Rating: Good
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I've been repeating my usual routine: hit a JPN server during NA primetime, vice versa in the morning. I don't get server is full messages if I can't connect. Now it's connection to server lost (forget the code for that.) I've little qualms with that since the majority of my playtime is at night (GMT -6).

So, as long as I have somewhere I can play any time of the day (wish I could play from work too) that's good enough for me right now. I realize I can't have it exactly the way I want because everyone swamps the servers to play this f'n game! :)

Speaking of AFK topic, it irks me when I see people /away running/riding their chocobo around.

Edited, Sep 5th 2013 10:32am by Godsgreen
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#26 Sep 05 2013 at 9:38 AM Rating: Excellent
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As has been covered in other threads, yes, an AFK timer is practically useless. I can autorun, turn a controller upside down, put a paperweight over the 'W' key, or use a very simple key-press script to easily circumvent it. If anyone wants to stay online, they can still do so easily, AFK timer or not.
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