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HansGruber#90145

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  3. 77 votes

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  4. 71 votes

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  5. 161 votes

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    HansGruber#90145 commented  · 

    It's very odd. Either people can't play at all or they have no issues. It's likely a two-pronged issue. First off, I would be shocked if the transit path is the same for anyone having this issue and anyone not having this issue. No way to tell whether it's on the path itself via an underlying carrier or if it's just good old fashioned over-worked resources on the server side. Secondly and probably more importantly, whatever stateful "wrapper" they use to keep track of the actual UDP stream is not designed properly. Getting dumped at the first hint of latency or loss is ridiculous. Not attempting to resume session in progress if that happens is even worse. Whoever is designing this does not have reasonable priorities. I can only assume they are trying to prevent exploits by deprecating the session once the match begins. Please. Take a hint from Borderlands. Make it playable first. Worry about exploits later.

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    HansGruber#90145 commented  · 

    Same issue. Cannot play online. Will connect, but will get disconnected within a few minutes. Got hopeful with a 4.5GB patch today, but still cannot play online. Xbox Series X. Hard wired with public IP from ISP (open NAT). Internet is around 300mbps up and down. Zero issues with any other games. Crazy they are unable or unwilling to fix this. I say it this way because although a lot of us are having issues, there is no mention of this in their "known bugs" section.

    I wonder if it's a regional thing. Either they have some isolated hardware issues, or they have a couple of really bad transit paths. Seems like you'd write some form of session QoS into your software, so shouldn't be hard to track down? Once again, mainly baffled that they have not even acknowledged the issue yet.

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