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Paratus

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Posts posted by Paratus

  1. 2 hours ago, Haych said:

    Something like this already exists. Just sucks that Paratus forgot about it and hasn't updated ever since or done any of the things he said he'll do. It was one of those cool features at first that revived rebel activity a little bit, but slowly forgotten about like most things that get added on Asylum. It's buggy and the points you receive and lose doesn't function like it should.

    Perhaps I'm not aware of problems because everyone assumed someone else told me.

    Other than a missed reset, I know of no issues.

    Tiger and 544heu like this
  2. 1 hour ago, Haych said:

    How comes the servers only go down when it's high pop and not any other time? surely if it's DDoS the servers will go down wether it has 80+ players or not. I don't think it matters how many people are on the servers, if someone wants to take the servers, they'll take them down regardless. These kicks only happen when the servers hit 80+, and a lot of the times, the server doesn't even lag. Many of us here have experienced what DDoS feels like on Arma servers, and the issues we have here, are nothing like that.

    Nothing about these kicks seem like DDoS. Usually no prior lag, sidechat responds flawlessly, server works fine after the kicks only for the kicking to start 15 minutes after hitting 80+ again. Servers work flawlessly and never lag or kick when theres less then 80 players etc.. etc.. 

    Or how comes Tanoa doesn't experience any of these performance issues? Are you trying to tell us that the 'attackers' are only targeting the Altis Servers? That just doesn't make sense to me.

     

    It's more an issue of time of day than population. Admins can see it happening with tools before the kicks go out as everyone's pings will spike in a major way. Our server hardware is normally under very little load and each box has a full gigabit connection with nothing on it but a single Arma instance.

    What happens is the DDoS begins and quickly floods the server. Following that, within just a minute or two, filters block the attacking IPs and you can continue playing. Your BattlEye client is sending a heartbeat to the server and if it happens to line up with that dead time you're dropped as the server thinks your BE client isn't running.

    I've written a program which is promising and I'll be looking into more, but essentially it can monitor all packets and determine if it's Arma traffic. If not, it'll immediately block the IP at the datacenter level.

    Rag, BlackShot, Monster and 7 others like this
  3. 26 minutes ago, Google™ said:

    I love the new BattleEye: Client Not Responding feature that was implemented, really just makes Asylum feel unique.

    Thank you for bringing this to our attention.

    We've done a ton of testing on this and can say with no doubt at all the the problem is external, most likely DDoS (and yes, I see a lot of you don't believe this and think of it as an excuse). We receive close to a dozen attacks a day which are large enough to trigger filters, and the majority aren't even that strong.

    We can confirm it's not our systems as we use the headless client to perform tests, the latest being just this afternoon. With it active there is literally no code, at all, in the Asylum mission running on the servers. If you put a server up with some people on an empty map with no scripts, that's how efficient it is yet the kick waves still come.

    I can say with almost absolut certainty that your issue are caused by douchebaggery. Those who say or datacenter is a problem are also wrong; the same would happen anywhere.

    That all said, I'm writing a tool that may be just what we need. We'll know more about it's effectiveness soon.

  4. We've just set up some new hardware to run the TeamSpeak server over at the same datacenter hosting the game servers.

    If you can't seem to connect to TS now, your DNS server might just be a little behind. Some internet providers can take an hour or so for the IP change to take affect, so if you find it offline right now just keep trying!

    This server should be much more resilient.

    Heidelberg, Sky, Keneith and 20 others like this
  5. 1 minute ago, TiLLeR said:

    I can't get in game to check at the moment but I think that happened b/c the PayPal transaction was canceled/timed out.  Browser crashed when I was completing the action.  I noticed that the item was no longer listed.  Not sure if I got it or if it's lost in the ether.

    Oh it's "reserved" for a few minutes.

  6. I've just now put live the Asylum Market page. You can use this to sell any duplicate crate items you've received, and to buy them from other players.

    While our original design was to pay you real money, PayPal had issues with it and we're now giving credit, just like the Steam market. You can use credit from sales to buy items from the market or to buy more keys. You'll soon be able to spend it on donor levels, too.

    This is a first build with minimal use-testing so I'll monitor it and feedback on its interface and such would be appreciated.

    On 1/11/2017 at 3:55 PM, ShiftySlayer said:

    @Paratus @Gnashes is there an ETA for the market to be back up? Idk if it's me or what but the website 404's when I try it

    That's because it doesn't exist anymore. You get credit for duplicate keys per patch notes a few patches back.

    Haych, Mr Black., Olivia and 9 others like this
  7. Hotfix 5

    • Meth, pure cocaine, and sugar are now more valuable.
    • Tanoa has gained a second cannabis field and processor.
    • The poppy field on Tanoa has moved.
    • Crates in houses should now function more reliably.
    • Lots of behind the scenes performance enhancements.
    • APD vehicles with alarms should function more reliably.
    • Suicide vests are less likely to explode when you die.
    Scott, Haych, CadeRooney and 2 others like this
  8. Just now, Haych said:

    So after heading back to the Rebel store, the prices where fixed and working like intended. It was just weird at that moment the prices where going up as we monitored them, however the issue is no longer there when we headed back to rebel an hour later.

    Ah ok, good to know. We were having issues with the database being DDoS'd which was causing all kinds of issues. It's better protected now (not on an IP that's connected directly to the internet) so it's possible that the server failed to pull tax data and went crazy.

    Haych likes this
  9. 40 minutes ago, Haych said:

    Just found a pretty weird bug that has a massive impact on weapon prices.

    So as I was crafting weapons, I told Jimbo and Tiger to keep a eye on the Rebel store. We noticed that the more I crafted, the more expensive a gun got. The MK1 Sand which had around 5 on the Market was much cheaper than the other Camo's which had 14+ on the market. I carried on crafting the one with 14, and the price just increased more and more, the more I crafted.

    @bamf @speed @Gnashes 

    Here's Jimbo's recording while it was happening

    Thank you for the heads up on this. That's crazy. Will look into it today!

    JIMBO likes this
  10. Hotfix

    • Big focus with several changes in server performance and stability.
    • Can no longer place a tracker from within a vehicle.
    • Can no longer place a tracker on another player's body.
    • Can now swap selected number of items on both sides of trunk/container interface.

    Aside from stability stuff, all those 3 fixes were the work of Gnashes!

    Olivia, Furnie Mack, Sneaky and 2 others like this
  11. Bugs with this system are news to me. Never been notified of those issues, but will check them now.

    Edit: Could not reproduce any of the bugs listed here, and the animal spawn numbers were already increased not long ago. Maybe you're having bad RNG luck?

    Edit 2: Did find a bug when entering/exiting vehicles while hunting. Will be fixed in a hotfix patch very shortly.

    Keneith, Flax and Frizzy like this
  12. 2 hours ago, Haych said:

    I wondered why there was EMP sound effects in the file, my guess was it was for some sort of events or something similar to the Tornado/Slenderman thing, which where very cool easter eggs and would love to see more of them.

    We were doing tests with EMP weapons at one point for a method to disable vehicles without destroying them. The main test was to be used as a way to take down a helicopter while still giving them time to land, but it was still OP. :)

    Haych and Eric916 like this
  13. You cannot take the drugs manually out of the plane, but it does have them in there and it registers to police searches. Police can now make trafficking charges against players.

    There's no upfront cost but instead a fee on failure. As long as you don't mess up, you'll get pure profit.

    Sergio, 0scar and Olivia like this
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