Are we randomly being pointed to whichever server available?
Like if we play on SEA, sometimes we are getting group to EU servers or AU servers etc…
It’s RNG.
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Its like…
Oh you’re doing boss lairs… lemme put you to the farthest server…
haha
i was in a helltide and it was only 30minutes past the hour, i saw 2 elites on my mini map and as i go close enough to cast my hydra on them - they just vanish’d and went poof (no one players were by them) i just figured i was being phased and shifted to another layer but i wonder if i got moved to a new server during mid fight lol
oh my…
well lets add this to another d4 experience.
I always turn on my latency to observe if it is going over 100+ msec
if it is, i’ll just return to character screen and log back in again
Well, I no longer have to wonder why for some players the game DC’s, freezes and lags to the point of being unplayable.
I am sure they put as much effort into how this works as they did the cash shop and BP (yes, sarcasm).
Bro that’s crazy, isn’t that the whole point of regional servers? Guess they aren’t making enough to open multiple servers per region lol
Keep in mind that’s regards to when people group up, has nothing to do with solo players who never group. I feel my quote is taken out of context in this regard and people are just reading what the game does but disregarding the fact it’s only when grouping.
If you are a solo player and you never group, you will be assigned to the closest server to you, regardless. If you group up with a friend who happens to live somewhere else that is closer to a completely different data base, the game will decide where the least friction will come from for all parties involved.
So group finder can put you into a different server? Why not just make it lfg within the server your currently on? Nvm after the bank storage loading for every player I can see why
Group finder appears to only be grabbing from the server you logged into. At least from what I can tell, I check my ping constantly in the game. It never spikes when I’m using the group finder, but I could be wrong, it is just anecdotal evidence at the moment.
This doesn’t work in D4 because you will be assigned to random server when you change zone/instance.
You can be completely fine in town, but get high latency in one pit then completely fine again in the next pit.
I used to use TCPView tool to check if I’m connected to US West servers whenever I want to push GR in D3.
This is not true.
I play almost all solo, and depending on the server I get connected to I can get ~40ms or ~80ms to sometimes 100+ ms latency. There is very noticeable input delay whenever I’m on the higher latency servers.
That’s completely different, you can even check which server you’re connected to, and the route it takes. Assuming you’re on windows do this:
Open your Task Manager
Go to the ‘Performance’ tab
Click on ‘Open Resource Monitor’ located at the bottom
At the top you can click on the D4 exe to filter it out and find the exact IP address you’re connected to
Run a traceroute to that IP address and see the exact route it takes
Like I said, D4 has different servers handling different zones/instances.
You won’t stay connected to just one server.
Yes, agreed, what I’m saying is each data center has a lot of servers for the regional server you’re connecting to. You wouldn’t connect to the Asia servers just to get to Kyovashad for example.
I see.
There can still be very noticeable latency difference between servers in the same region and that’s quite annoying. The experience is just not consistent.
Which could be due to any number of reasons. You also have to realize that an instance in Diablo 4 (total of 12 people) is not a single server. Think of it like a virtual room within the server. So one server could house hundreds of these little virtual rooms for example. However, this could cause problems depending on how it’s setup.
Server Overload - Not uncommon, so many requests coming in to join the server, the server is making new virtual rooms all over the place, it bogs down. This affects the connectivity of each person on that server itself. Also why in your example of one pit being great, another being laggy, this is what is likely causing the problem, there’s no way for players to mitigate around it either.
Server-Side Throttling or Load Balancing Bugs - As these virtual rooms open and close, the system itself could be slow in handling these requests. It happens overtime as well, which is why maintenance is important on servers too.
Desync between client and server - Rubber banding, playing catchup, stuttering, we’ve all experienced this. The server could be receiving your inputs late due to any number of reasons here mind you.
Backend processes - We all know the game loves to load other peoples inventories, which just compounds the problem when you have multiple virtual rooms running at the same time and people keep leaving/joining them. Your particular virtual room may be empty, but that doesn’t mean the others are on that particular server.
There’s a whole number of reasons why the servers just crap the bed mind you.
It’s not about server having problems.
It’s simply the fact that you can for example connect to US East servers when you live on the west coast and get higher latency even though US West, Central, East are all in the same US region.
There’s only US-West and US-Central when it comes to servers. California and Chicago respectively. Again though what you are literally describing is a server issue. If you have better latency connecting to a US-Central server even though you live on the West Coast of the US, that means there is a problem with the US-West server you are connecting to.
If the traceroute you take finds absolutely no problems for long periods of time connecting to any of these servers, regardless of which region you’re connecting to, the problem therein lies on the server side, and how the server operates. You may go full a session with no lag what so ever, and you may also have the worst experience of your life because you just happened to get crappy server after crappy server.
For a game like this, hundreds to thousands of servers are used to accommodate the player base. That’s not uncommon at all, especially for bigger companies. Also why infrastructure is important, and so is keeping tabs on all of your servers, which is something the inhouse IT should be doing constantly.
My bad… i only read enough to realize it wasn’t going to interest me and didn’t realize it was a context-specific explanation and not just a general explanation of how the servers work.