Packet loss is still instant drop from game

Hi Blizzard,

Legacy (RoC & TFT) had a grace period in which a player could lose connectivity. As per this 2021 reforged “update” this is no longer the case.

Packet loss = drop from game
Always, no exceptions. Can this be fixed? Your legacy version had this. In fact, games as Worms (1998) and Quake 3 (1999) have more tolerance for poor internet connectivity than this game : - /

Looking forward to see you hotfix some of those issues to bring reforged up to legacy 2003 standard. Thanks in advance.

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No, I honestly don’t miss it. You should resolve your connection isssues before playing.

I don’t want to sit around waiting for up to a minute for someone to not come back before the rest of the players can get on with it.

Also, your description is not accurate. lag or packet loss has to be pretty significant for you to get disconnected, not just one single packet.

In this day and age of 2023 more people in more places have connections reliable enough to play a game like this. And those games you named were more latency tolerant because they had far less demanding networking needs to begin with.

You want this game to be pre 1995 standard to connectivity? Even the Dutch drop sometimes. They are known for their internet stability. That is why the servers are there. A single packet loss can always happen. Normally this is not an issue. It shouldn’t even cause a spike. But in this game it a boot from the game. That is insane.

The game doesn’t have any significant difference in networking requirements so… yes. It shouldn’t be a problem for anyone, “even the Dutch.” This game was playable on dial-up and I wager it still is, even though very few people are still using that method to get online.

Please post your proof that a single lost packet got you disconnected.

Personally, I’ve completed well over a thousand matches since Reforged and have only ever had a handful of disconnects, most of which were due to the actual loss of my internet connection and not any amount of lag or packet loss.

It was playable on dial up because the game had a build in 200 ms delay which covered for packet loss. There was a grace period there. Like in all games: you don’t notice 1 packet loss. Kinda hints you don’t actually know how this used to work, nor works nowadays.

This game, for some reason, has like no normal tolerance for any internet issues. Sorry that I don’t run internet connectivity data all the time. As I’m Dutch, it is very rare to have these issues.

Yet, we see this happen quite a lot. I’m quite unsure why the connection standard was downgraded from legacy towards reforged.

I agree, it’s very rare, and isn’t any flaw or fault with the game.

In general packet loss should always be zero anyway, and most of the time that it isn’t it is due to some factor on your route like a misbehaving router.

The connection standard wasn’t “downgraded.” Like I said, if you can prove that even the tiniest, most intermittent flaw gets you immediately disconnected, I’m happy to see that proof. But I’ve never seen anyone complain about this before (particularly in such a specific way), and I’ve never had an issue myself, and I’m in the US, where internet connections are actually slower and less reliable than in many other countries in the world, despite this being where the internet was essentially invented.

It isn’t my connection. Its the game.
I can boot 5 games and go online. If I turn off or on VPN for example, there is only 1 game that boots me out of the game: that is reforged. Other games at best give a spike or it is not noticeable at all.

If you have non zero packet loss, it’s your connection, not the game. You shouldn’t have any packet loss at all in normal circumstances.

I’m still waiting for that proof. Run a network analytics tool, you can find a dozen of them in two seconds on google. There are also tools that allow you to simulate packet loss (i.e. by deliberately discarding packets) which should make it easy for you to drop 1 single packet and prove what you’re saying is true.

Your first sentence is self contradictory.

FYI I just played a game with ppl on discord, with audio on. Everything was going smooth. Game still booted me. So if it was my connection, I’d expect at least one other application to also have an issue. Not the case.

Also, I don’t have to debate you. Everybody knows this is an issue. I’m not going to proof the obvious. Devs need to fix this to at least 2004 standard. Where this was a non issue despite internet connectivity was less reliable.

Quite unsure how you can argue that with better connections on this globe an issue that occurs only in w3 since they reforged it and nowhere else is an issue not caused by reforged.

No, it’s not. No two parts of that sentence contradict each other. Under normal circumstances, users should generally have zero packet loss. Any non-zero packet loss indicates a connection issue.

You don’t have to do anything. And yeah, I know packet loss can be an issue, but it’s not a game issue, it’s a connection issue. Packet loss can only occur in transit between hops. It can’t occur within the game code because at that point the game is just reading the data, it isn’t in a packet anymore.

This indicates a fundamental misunderstanding of the issue.

Packet loss does not occur within the game code. Packet loss only occurs while a packet is in transit. Now, this doesn’t mean that there isn’t a problem on the server side, it is certainly possible. A misconfigured outgoing router, data center power outage, or any manner of external factors to the game itself could cause packet loss. But none of these things are bugs with the game itself, they are technical problems- either on your end, the server’s end, or somewhere along the path of your connection between you and the server.

I think this is where our difference on this topic hides. I know packet loss is an issue at the end user (or more accurately: the internet the end user has). Hence, you argue: that is not the game. You can’t blame the game for it.

To some degree I’m on board with this: Blizzard is not responsible for those without internet being unable to connect. In fact: it is practically impossible.

Where my issue resides is that if I have minor packet loss, this is not an issue for Netflix. Not for Disney+. Not for Age of Empires. Not for Worms. Not for Quake 3. Not for Youtube. Not for Discord. There is only one application that will actually terminate the ongoing process: Warcraft 3 Reforged.

My issue doesn’t reside in the fact packet loss is at the side of the end user. My issue relies that Reforged has an insane intolerance for poor internet connectivity to assist end users with sub optimal connection. Relative to market standard.

Want to test this? Just turn your VPN on/off while in game. For me, this is no or only a mild spike in any application. In Reforged I get booted to the score screen. This indicates Reforged isn’t equiped to deal with minor hiccups of internet connection. While based on the fact that any other application has no issue at this end, is very far below market standard. Thus below what may reasonably expected from a 2020 game.

Not even this. Packet loss can be an issue outside of the control of either end, as it can be caused by any router along the path your connection is taking to the server. When this is the case, a VPN can work around the issue by forcing your packets to take a different path to the destination.

You haven’t proven to me that simply dropping one single packet will terminate the game (???) At worst, packet loss should"

And it sounds to me from your posts that you’re having frequent packet loss problems, which does indicate a connection issue with your ISP. As I said: Under normal circumstances, your packet loss should always be zero. Not even one percent or even one packet.

I have played literally 1000s of games of Wacraft III Reforged and never had the game terminate itself over a connection issue, nor have I ever been disconnected outside of actually losing my internet connection for some reason or another. As I said: Packet loss is not the fault of the game, and rather than complaining that a small amount of it causes problems for this game, you should be trying to fix that small amount of packet loss.

Also: Streaming Netflix is very different from playing a game. Netflix doesn’t care if you you have some connection issues, the worst case is that the video will stop for a bit until your client recieves more data, since the data transmitted to you is buffered. A game is different, as packets recieved out of order or lost can cause errors. Buffering doesn’t really work for games because the order and timing of data recieved matters. Any game, even one that isn’t war3, is going to be less tolerant of connection issues as a result. The only reason this actually ends up being a big deal is because you can’t reconnect, which is the bigger issue the entire community wishes they’d address with the game. But even in old war3, you couldn’t really reconnect, although the game was originally willing to wait a certain amount of time before deciding you were disconnected. So when it comes to this, yeah, I agree, but the issue here isn’t one of tolerating packet loss. No games tolerate packet loss, it’s how they handle the result.

Ultimately though, my point for you remains the same. If you are having packet loss problems as often as you say, you have a greater underlying problem that needs solving.