Blizzard says: In Diablo 2 Resurrected servers crash because you behave too “modern”

Diablo 2 Resurrected Items and Runes has been causing anger among fans since its release because the servers are constantly crashing. This is partly due to the outdated code of the game, but also due to the behavior of the players. According to Blizzard, they would play “too modern” and overload the poor servers.

What’s wrong with the servers at Diablo 2 Resurrected? Since the release there have been massive problems with the online operation of the action RPG Diablo 2 Resurrected. So there was a whole bunch of problems, including:

  • Problems logging in
  • Disappeared characters
  • Missing items

Again and again the servers were down and nobody could gamble online anymore. In addition, there were necessary rollbacks that cost players their progress. The mood is therefore very bad and the fans would like an explanation and solution from Blizzard.

The search for the problem has probably taken place in the meantime and it is precisely the behavior of the players nowadays that is partly to blame.

These are the causes of the server problems

Overall, the developers have identified two major construction sites that are responsible for the poor performance of the servers. In a large forum post (via Blizzard) the devs spread the problem.

This is why the behavior of the players is problematic: According to Blizzard, one of the reasons for the server failures was peaks in data traffic. That simply overloaded the server. And the reason for this is the “modern” gaming behavior, which in 2021 will be different than in 2000, when Diablo 2 was released.

But what exactly do the devs mean by “modern behavior”? This means that players gamble much more purposefully today than they did back then:

In 2001, there wasn’t nearly as much content on the internet about how to play Diablo II “properly”. Today, however, a new player can find loads of good content creators who can show them how to play the game in a number of [effective] ways, many of which put a heavy load on the databases in the form of creating, loading and exiting games in quicker times Include episode. While we anticipated this, […] we vastly underestimated the scope [of these play styles] that we derived from the beta tests.

Since nowadays the players play much more targeted and effective and thereby overload the databases of the servers, according to Blizzard there are regular failures.

What does Blizzard mean by that? The problem is apparently “boss runs”: This is what it is called when you log in at the waypoint in front of a boss who kills him quickly, closes the game and creates a new game to repeat exactly that boss run. This is an effective method for farming loot in Diablo 2: Resurrected.

That’s the problem with the code: The players of Diablo 2 Resurrected are not solely to blame for the misery. Because Diablo 2 Resurrected is not a remake, but a remaster of the original Diablo 2. That means: The code of the game is largely identical to the original from 2000.

And it should be obvious that code that was a great thing over 20 years ago is not necessarily ideal for responding to the network requirements of modern times. In conjunction with the changed behavior of the players, this results in an unstable situation in which the servers regularly throw in the towel.

Constraints on farm runs on the assembly line

How do the developers intend to fix the problems? Of course, the developers don’t tell you all of this and then leave you out in the rain with a “yes, my, that’s just the way it is”. The team has worked out the following measures to get the problems under control:

  • Data rate limits: One of the problems, as discussed earlier, is that players create new games very quickly for certain farm runs. That is limited for now. So it can happen that you get an error message if you start too many games in a row. But this is only a temporary solution until the problem can be better managed.
  • Queues at login: In order to reduce the simultaneous rush of players on the server, there should be queues. This should distribute the player load evenly and reduce peaks in data traffic.
  • Divide critical processes into smaller units: The developers are already working on breaking down critical processes into their components so that they are more scalable and can thus cope better with large data loads.

Hopefully, with these and future measures, the servers will finally be more stable. By the way, a welcome innovation makes it harder for you to accidentally delete your hard-fought heroes.

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