Suggestion: Reconnect feature for temporary disconnects

Hello,

I would like to suggest a small networking improvement for Warcraft III: Reforged that could significantly improve the multiplayer experience, especially in custom games and long matches.

Right now, if a player briefly loses connection, they are often dropped from the game almost immediately. In many real-world situations the connection would actually recover within a few seconds, but the player is already removed from the match.

Short interruptions can happen for many normal reasons:

  • brief ISP routing hiccups

  • short packet loss spikes

  • WiFi interference

  • temporary network congestion

Because Warcraft III matches can last a long time, especially in custom maps, losing a player to a 3–5 second connection issue can be very frustrating.

Suggestion

Introduce a short reconnect grace period when a client temporarily stops responding.

For example:

  1. If a player stops sending packets, they are temporarily marked as reconnecting instead of being dropped immediately.

  2. Their slot is reserved for a short period.

  3. If the connection resumes within the allowed window, the player continues normally.

  4. If the timeout expires, the player is dropped as usual.

Even a maximum grace period of around 10-30 seconds would already solve many cases where players disconnect due to short network interruptions.

This would not need to allow unlimited reconnects or long pauses. The goal would simply be to tolerate short network hiccups that currently result in an immediate drop.

Warcraft III is especially sensitive to packet loss and short spikes, so a small recovery window could greatly improve stability for:

  • custom games

  • cooperative maps

  • long RPG-style matches

  • community events and tournaments

Thank you for continuing to support Warcraft III: Reforged, and for considering this suggestion.

8 Likes

We have been waiting for reconnect feature since the first release of this game (not res**ted version only) and we can still only dream about it… :confused:

24 years…

2 Likes

Would be a great feature to have. However, I remember seeing a response that due to the original War3 engine architecture, a reconnect feature is very difficult to implement.

Unlike newer games like SC2, this War3 was not designed with reconnect support, so adding it would likely require major engine changes.

It existed in warcraft 3 original with Gproxy, it also exists in warcraft 3 champions, and it also exists in chinese plateforms. So it’s doable, it requires wanting to do it and AI can even provide the implementation for the most part.

2 Likes

i’m not suggesting they shouldn’t or can’t add this but need to point out hosting LAN games in gproxy is a different networking setup

w3champions uses flo

The game has never previously had a reconnect feature. External programs can effectively cover for you if you have an iffy connection but they cannot save you if your game crashes etc.

A real reconnect feature would let you rejoin the game if you crashed or completely lost your connection.

You can’t reconnect in W3C either unless something has changed recently. It will bring up the “waiting for players” box but that’s not a reconnect feature, it only keeps you from being booted for a short time if you experience some packet loss or instability. And it also completely brings the game to a halt during this time. Because of this most people will hit the “drop players” button as soon as it becomes available- so it really doesn’t serve this purpose well.

They only use lan network because this is the only way as a third party you can have reforged servers that aren’t depending on Bnet. If anything this is more challenging to warcraft 3 champions and trickier to provide such a reconnect feature, that if you had access to Bnet like Blizzard.

don’t really know what point you’re trying to make here. you have no idea what challenge it is or isn’t its blizzards closed source game

gproxy wasn’t complicated.. all it did was not send the disconnected packet right away. but it PROXIED your connection to do this

Blatantly, if Blizzard ever cared, they would’ve found a way to fix this… again, ekhm, 24 years…

or yall could just fix your internet connections :stuck_out_tongue:

@jeef First, not all third-party solutions even relied on LAN at all. Some implemented reconnect through direct proxying or protocol-level handling without needing to fake a LAN environment. So using “LAN vs non-LAN” as the dividing line here just isn’t accurate.

Second, the important part is constraints. Third parties had to build this without access to Blizzard’s code or infrastructure. That means reverse engineering, proxies, and a lot of ugly workarounds just to approximate reconnect behavior.

Blizzard doesn’t have those limitations. They control both ends of the connection and the actual protocol. They wouldn’t need to simulate anything or “proxy around” the problem, they could implement it directly where it belongs.

So if anything, third-party implementations prove the opposite of your point: if it’s doable from the outside with limited access, it’s not inherently harder for Blizzard on the inside.

_______

@CaptainJack

Stop misrepresenting the situation to make basic feature requests look unreasonable. We are not discussing crash reconnect feature here, you are bringing it up yourself to make it look impossible.

Claiming the W3Champions reconnect tool doesn’t serve its purpose is a straight-up lie; it’s a staple of the platform and functions without the ‘instant drop’ issues you’ve invented. This looks like a pattern, considering you spent weeks defending broken map performance before the recent fix.

There is no need to debate the necessity of a reconnect feature in 2026, it is a baseline standard in every modern multiplayer title and is already handled better by every third-party dev in the wc3 scene, before and after reforged came out.

1 Like

That’s the thing, this is not necessary to debate. It should be made.

But Blizzard will not do so. And they will not use a third-party tool for that either. And despite what Blizzard will tell you, Warcraft 3 is not a modern multiplayer title.

2 Likes

I never said anything was impossible. It’s you who is misrepresenting the situation.

What I don’t understand is why you guys are setting such a low standard for yourselves. We deserve and should have full reconnection capability- i.e. including if the game crashes or your connection is completely lost. I don’t think it’s impossible, and it was even considered early in Reforged’s development before the original team’s staff was cut and ghosted by Activision.

The reason for my criticism is you’re asking for an existing and badly designed system that isn’t very helpful to be implemented/restored. The “reconnect feature” as you guys are calling it, that we had before Reforged completely interrupted gameplay and rarely resulted in a player being able to stay in the game (you know everyone was mashing that “Drop Players” button and yelling at the countdown timer to hurry up). So I don’t understand why you’re asking for ineffective systems to be restored or implemented when you could be asking for something that would actually work and help more people- not just people who crash or error out, but people who experience joinbugs or similar, who with a proper system would still be able to get into the game.

But what people have been asking for here is either not actually a reconnect feature (the old system the game used prior to Reforged) or a third party solution that would never be considered by Blizzard or any reasonable developer.

There’s no need to be condescending. People are just sharing their experiences and suggestions.

You may disagree with the proposed solution, but dismissing others’ ideas as “low standard” or misrepresentation doesn’t really help the discussion.

If you have a better approach, it would be more productive to explain it clearly instead of talking down to others.

1 Like

I’m not being condescending. And I’m sharing my own experiences and suggestions.

It absolutely does help the discussion. We should be coming up with the most h elpful solutions we can, not simply lean on an old system that didn’t really serve the purpose well in the first place.

The solutions we had available in the past were ineffective at best, and suggesting we add them back is what isn’t productive.

If you have a better approach, it would be more productive to explain it clearly instead of talking down to others.

I’m not talking down to anyone.

1 Like

You keep shifting this into “full crash reconnect” when that was never the topic. That’s a completely different feature and you’re using it to make a smaller, realistic fix sound unreasonable.

The actual issue is short interruptions causing instant drops, and W3Champions already handles that kind of reconnect well in practice. That’s all people are asking for here, not full crash recovery.

Nobody expects a perfect system, but preventing drops from brief spikes would already be a huge improvement. Calling it “ineffective” is just not reality, people have been perfectly fine playing with exactly that kind of solution for years. It solves the problem that actually matters in 99% of case.

You’re not addressing the suggestion, you’re replacing it with a harder problem and arguing against that instead.

I’m “shifting” it to that, because that’s what it should be. You should be able to reconnect from ANY situation, not just a few lost packets.

And the reason is simple and I’ve already explained it. The “feature” we had before, (i.e. the one(s) being asked for) was terrible and served very few people. Playing with someone who was constantly lagging or having packet loss or whatever was an absolute nightmare with the game constantly freezing and that “waiting for players” box coming up. Like most people I was ready to click that “Drop Players” button as soon as possible, and I can’t blame anyone else for it- It’s better not having that player in the game than having the game run at 10% speed and stopping so often you can barely do anything. It’s bette rthat they just drop completely, so they can fix their connection and then if they do, they can come back and we all have a good experience again.

Why would you put an extremely limited and barely useful “hiccup” shield in the game when you could just let people actually reconnect?

Back then, it was because they legitimately didn’t have a better solution for the time the way the game’s networking was designed. Today, there’s no excuse.

1 Like

This isn’t even a technical argument anymore, you’re just stuck on an all-or-nothing mindset.

You’ve decided that unless it’s perfect full reconnect, everything else is “barely useful,” so you just dismiss it. That’s not how this works.

Partial reconnect solves the most common case which is short disconnects. That alone saves games, which is why people actually used those systems and still do. Calling that useless just doesn’t line up with reality.

And your alternative still doesn’t make sense. In a lockstep game you can’t just let people drop and come back later without pausing or buffering, or you break sync.

You’re basically rejecting real solutions because they’re not your ideal version. That’s the issue here, that and your main character syndrome where you feel like you have to hijack every thread with your nonsense.

1 Like

It’s not about being all or nothing, and it is still a technical argument. You don’t get to just decide things like that. Propose a system that you think is more reailistic to implement but is better than the old system and I 'd be happy to hear it.

The code for the old system is still in the game, it’s simply disabled which is why W3C was able to use it. But in my opinion, that system is worse than nothing, because it stops play- and if someone was having problems but not bad enough to drop completely, the game would constantly stop and go and stop and go and it’s no fun for anybody.

I get that you’d rather have a limited feature than nothing, but… no, the old system is worse than nothing. It only very rarely resulted in a player being able to stay in the game and most of the time it just made the experience worse for everyone else. This is a problem that needs a proper fix, not a bandaid that basically has salt stuck to it.

1 Like