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neilquinn

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About neilquinn

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  1. So I work in tech, and am a systems administrator. Granted, for websites, not games, but, puts me in a better understanding than most for this particular problem. Anyway, DDoS attacks are incredibly hard to fight. So here's the thing with DDoS attacks, what happens is hackers infect random peoples PCs with a virus. Maybe the virus doesn't even seem to have any ill effects on the user. Just sits there (often times they throw plenty of other nasty things in there, but, lets keep it simple for now). So now, you have control of thousands of computers under your control, all that are real, have network histories with the ISPs, are on multiple ISPs, all over the world. Now you point them at a server or domain. You hit it with a request that looks somewhat legit. Maybe a login request, or a general ping to see if the server is up (something the game would normally do). Now, you just do that again, and again, and again. You stagger it though. You have 10,000 PCs in your botnet, but not all 10,000 are making requests every second. Say you have 1,000, and they hit a few times in a second. Then they take a break, and swap to the next 1000 and so on. This keeps individual IP addresses from being flagged as trying to access too much, while still flooding the server. So, they're making legit requests to the server the game would make. The question is, how do you filter out the bad traffic? The short answer is, you can't. The long answer involves a LOT of analysis, trying to figure out the IP addresses, what requests they're making, looking for patterns to filter them out (there are programs to assist with this). Now, the other thing to consider is, if you're the hacker, and you're starting to get IPs that are getting blocked, you retire them and get other computers on your botnet. So, ideally, you have something that gives a fake reply to the IPs so the hackers are none the wiser (or at least slow them down). This can be very difficult and much easier said than done. There is no way to 100% filter out DDoS traffic without false positives. It's going to be glitchy for people. What do they need? New data center will help, but it's not a matter of anything physically different, it's a matter of support. They need to either move to a datacenter that offers high level support for DDoS and experience with it, or, hire a company that specializes in it, and give access to firewalls. Not knowing their architecture, my advice would be, move to the cloud with load balancers and a distributed solution. Be able to spawn up more servers when needed, and take advantage of Amazon AWS or Microsoft Azure tools as well as hire a company experienced with DDoS attacks
  2. My guess is, and idk why they haven't just outright said it, is they have some kind of network filtering going on. Network filtering is always clunky and annoying at best, because it's really hard to determine good traffic from bad. However, there are things they could be doing, like, whitelisting long time players, setting up queues where if the game hits a certain amount of players, the game doesn't crash, it just forces new people logging on into the queue, etc...
  3. Fair enough, not trying to get anyone else banned, but at this point, if they want to ban me from a game I can't really play... meh. I'll ask around discord. My discord handle is Neilquinn11#4890 if anyone wants to talk to me about it privately
  4. I agree, so I ask again, does anyone know of any good alternatives? Because I'm seriously considering leaving until they get their shit in line. A customer of over 3 years, and I don't see the point in giving them more of my money to pay for a game I can't play
  5. Fucking seriously, it's maddening. I came on after work because I was barely able to hang out with anyone during my lunch break. I've tried being on for 20 minutes, only 5 minutes were actually in game before it fucking crashed again. Seriously, anyone know of any good alternatives to 3dx other than RLC or AChat (tried them, meh). Maybe I'd come back to 3dx when they get their shit fixed, but this is getting infuriating, why am I paying for a service I can't use?
  6. Agreed, I've been playing for years, and the responses/information from any kind of "staff" are hysterically lacking from any sort of a "company". I've stuck around because I do love the game, and for the most part, it's worked more than well enough. But they treat this like it's just a hobby and not actually a business, which is mind boggling at $20 a month per subscription.
  7. In my job, if I had connections dropping and servers crashing as often as they are here, I'd be fired after 2 weeks. They crash 3-4 times a day (that I see, probably more cause it's not like I'm on 24/7)
  8. So I haven't posted on the forums in a while, but, this is getting stupid. First, I want to say I work in IT, while I don't do games, I have been a server administrator for the last 10 years, so I know plenty about server architecture. You guys had my sympathy for a while, having gone through similar things, after the DDOS attack. They're a bitch to manage, and filter the traffic, and the IT team I'm sure got little sleep during it. However, at this point, I'm now speaking as a paying customer. Literally every time I log on it seems theres at least one server crash during my play time. You talk about it being during peak times, so great, my choices are come on at non-peak, and have no friends online and be alone, or, meet a friend or someone new and have it crash. Not to sound like a "Karen" but the length of time this has gone on is completely unacceptable. It is not cheap to play this game, and while I don't expect extreme support, being completely unable to play something I've been paying for is insane. Also, as usual, the lack of detail from staff is horrendous. The top post in tech support is some screen grabs from Lisa talking in chat? Seriously? That's far from an official statement. It would take less than 5 minutes to throw something in the news section of the game, or a link to a blog post detailing "We apologize, this is what is wrong, this is what we're doing to fix it, these are the timelines we're looking at, and in the mean time here are hopefully some ways you can mitigate it". But no, once again I feel like I'm being told "eh, we'll get to stuff eventually, until then, keep giving us your money"
  9. Thought I'd get some feedback on my current WIP. Nothing outside is really done yet, still adding detailing, but overall really happy with the concept so far.
  10. So, I recently got an oculus rift, and thought I'd try it out in the game. I honestly couldn't give it a fair test, because it is kind of horribly broken. For those of you who haven't tried it, it is exactly what you'd expect, with the UI just kind of floating in front of you. The problem being, that whenever you hit space, it moves the UI to be directly in front of wherever you're currently looking. This even happens while you're typing. So if I respond to a friend, I look down to the left where my chat box is, as I type I hit space, which moves the chat box down even further, rinse and repeat. As far as I've found, this is not a setting with the oculus, or at least, other programs/games are able to block it (bigscreen vr, virtual desktop, etc... have no problem with me using my keyboard) Anyone know of a way to stop this?
  11. For all the people who say that "they've given up on the game" have no sense about the difficulties of programming. No shot in HELL would they have bothered doing something as massive as the world editor update if they were just "giving up". Sure, I don't think they give the game the attention it deserves, but I don't think it's dead by any stretch. The devs are silent a lot, its not reason to panic, the sky isn't falling. IMO, and I've tried a few others at this point, 3dx is still the best by a pretty good margin.
  12. My current work in progress, a dive bar
  13. Wanted to show off my latest place, pretty happy with how it came out
  14. @SkyDiver It can be done, and I think it's a good idea All it would need in the code is a timer. You would just need to know what second the animation is at, and, click a button to sync your dance to the same second OR wait until their dance resets before starting yours. It would actually be fairly easily to implement I'm guessing (obviously not having looked at the code)
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