Hokuto (EUNE)
: It is understandable that there are bugs happening after a major update, but the update was the same for all the servers, not just the EUNE. How come there are as many issues as there are and solely on EUNE: + The issues are, as a Rioter said, not patch related :S Yes. I owned the champion, in my game, a team mate received an S+, I haven't previously received a chest using that champion yet I haven't received a chest
OMG. If you have 4 gaming computers 1 is old Celeron a 3are newest i7 processors and you update your game to be 1.5 more HW demanding - what a surprise - Celeron give up and i7 are working OK. Is it a mystery and WooDooo or technical problem with HW capacity sizing ? How can they tell us that it is not patch related when they don't have root cause analysis done ? Crap.
Cloudperry (EUNE)
: Login servers are down again...
: Your simile doesnt relate to the problem at hand in any way... If a store in the city (that gets about 30'000 customers per day) opens as an exception on the sunday before christmas for an extra 10 hours, then its open for 10 more hours and not for 34 more years. And u dont pay the workers there for an additional 34 years either. Its the individual here that counts. And for each individual 10 hours were lost. No more, no less.
NO. LOL is a MOBA played by millions of players and the severe damage was done. It is not a shop. It is peak of the gaming industry. Ten thousands of players were badly affected and RIOT even didn't apologized, didn't compensate, even they are trying sell it out as it is normal disruption and an isolated incident. They are discussing. Oh, good to know. From time to time they put some statement here that they are aware of the problem and that's all. Any compensation, any apology, nothing. They are acting like monopoly supplier somewhere from behind the Iron Curtain. I wouldn't believed that something like this is possible. Technical problems are tolerable. Bad approach towards players is not.
Riot tmx (EUNE)
: Hey guys, these two major incidents (2 restarts last week, impact on ranked today) are not related to each other. We've been unlucky with a hardware failure last week and it took us far too long to finally replace the faulty device. We learned a lot and next time instead of pushing hard on a quick fix we'll probably do a physical or software device swap. Today's issue is something else and affected the connectivity of services going through our provider's network (login queue, chat, store, etc). I won't speak about the details of today's degraded service as we're still connecting dots trying to mitigate the impact, but yes, we're definitely seeing recent issues affecting EUNE and we'll do our homework to get things improved in the future. I already spoke some time ago about EUNE's plans (service migration to a new data center) but we're constantly re-discussing this project trying to find an optimal solution for both, the hardware and player latency (servers closer to players in Central/Eastern Europe). It's a long topic and it requires a separate post.
OK, so today we have third major incident. EUNE is down again and at this time completely from my location. And problem occured outside of prime gaming time .... Compensate players for that at least. Sorry guys - not our fault. SW company can't just rediscuss. You are loosing the trust of players.
: I dont thinkit was that straightforward. If it WAS a simple server load problem, then why didnt that happen every patch every time? Also, 10 hours isnt exactly the end of the world.
10 hours x 30.000 players is some 34 years of human life spent waiting on the game...
  Rioter Comments
Edu7 (EUNE)
: EUNE Server status
http://boards.eune.leagueoflegends.com/en/c/help-support-en/Ta3qEyE0-eune-slow-response-from-the-server They are lying to us. They didn't apologized to us. They didn't compensate us. JUST RIOT. Riot Eambo (EUW) wrote : " It's not really my place so tmx can possibly give more info, but I can assure you that a lot of investment has went into the infrastructure around League of Legends. ... we're building our own backbone across Europe and North America (and other regions) and peering with ISP's in order to improve routing, latency, troubleshooting capabilities ... No matter how much you spend or how much redundancy you have built in, there can be unfortunate circumstances which cause unexpected issues :-( ...redunancies have been tested numerous times ... in an extremely unlucky series of events can render a primary and secondary system unusable. .... However I can't recall the last time we had the same issue twice in a short timeframe that caused the same issue - we learn from each time, and put better measures around them to prevent such recurrences if there are any gaps in our monitoring, etc.) zRG2 says I don't think Eambo that major incidents like this one come as a lighting bolt out of a blue sky. IMHO every new patch and server maintanance puts extra stress on HW, because thousands of players are trying to connect the game at the same time after patch is finished. This is not problem with connectivity but the problem of database server and loadbalancing. Every player must acces data from database before starting a game. Thousands of them at the same time acts as a DDOS attack of hackers. Thats why database collapsed. Because it was overloaded. So please don't tell us that you improved ping and routing. We are not idiots. Don't tell us you have good monitoring. The problem repeats during peak loads after every patch release. Strenghten your database servers capacity or split players to more servers or tune up load balancing or tune up emergency failovers procedure so backup DB server will be ready in minutes and not in 10 hours or AT LEAST test your (stupid) patches in stress tests twice before going live and don't update the game in prime gaming time. It is not anything personal, Eambo. But consider fact that among thousands of children players there are some IT proffesionals in the game as well. You badly affected 30.000 players or even more for 10 hours. It is 300.000 hours waiting for your game - or 12.500 days - or 1785 weeks - or 416 months - or 34 years. Take this issue seriously. Explaining us that the collapse of database server was unpredictable and that you are aware of the problem because you already improved network capacity by "cutting out the "middle man" in a lot of routing to our servers" is embarassing. Sorry bro. Any compensation for the players is welcome.
: Simple question
http://boards.eune.leagueoflegends.com/en/c/help-support-en/Ta3qEyE0-eune-slow-response-from-the-server They are lying to us. They didn't apologized to us. They didn't compensate us. JUST RIOT. Riot Eambo (EUW) wrote : " It's not really my place so tmx can possibly give more info, but I can assure you that a lot of investment has went into the infrastructure around League of Legends. ... we're building our own backbone across Europe and North America (and other regions) and peering with ISP's in order to improve routing, latency, troubleshooting capabilities ... No matter how much you spend or how much redundancy you have built in, there can be unfortunate circumstances which cause unexpected issues :-( ...redunancies have been tested numerous times ... in an extremely unlucky series of events can render a primary and secondary system unusable. .... However I can't recall the last time we had the same issue twice in a short timeframe that caused the same issue - we learn from each time, and put better measures around them to prevent such recurrences if there are any gaps in our monitoring, etc.) zRG2 says I don't think Eambo that major incidents like this one come as a lighting bolt out of a blue sky. IMHO every new patch and server maintanance puts extra stress on HW, because thousands of players are trying to connect the game at the same time after patch is finished. This is not problem with connectivity but the problem of database server and loadbalancing. Every player must acces data from database before starting a game. Thousands of them at the same time acts as a DDOS attack of hackers. Thats why database collapsed. Because it was overloaded. So please don't tell us that you improved ping and routing. We are not idiots. Don't tell us you have good monitoring. The problem repeats during peak loads after every patch release. Strenghten your database servers capacity or split players to more servers or tune up load balancing or tune up emergency failovers procedure so backup DB server will be ready in minutes and not in 10 hours or AT LEAST test your (stupid) patches in stress tests twice before going live and don't update the game in prime gaming time. It is not anything personal, Eambo. But consider fact that among thousands of children players there are some IT proffesionals in the game as well. You badly affected 30.000 players or even more for 10 hours. It is 300.000 hours waiting for your game - or 12.500 days - or 1785 weeks - or 416 months - or 34 years. Take this issue seriously. Explaining us that the collapse of database server was unpredictable and that you are aware of the problem because you already improved network capacity by "cutting out the "middle man" in a lot of routing to our servers" is embarassing. Sorry bro. Any compensation for the players is welcome.
Sidias (EUNE)
: Nice servers RIOT
http://boards.eune.leagueoflegends.com/en/c/help-support-en/Ta3qEyE0-eune-slow-response-from-the-server They are lying to us. They didn't apologized to us. They didn't compensate us. JUST RIOT. Riot Eambo (EUW) wrote : " It's not really my place so tmx can possibly give more info, but I can assure you that a lot of investment has went into the infrastructure around League of Legends. ... we're building our own backbone across Europe and North America (and other regions) and peering with ISP's in order to improve routing, latency, troubleshooting capabilities ... No matter how much you spend or how much redundancy you have built in, there can be unfortunate circumstances which cause unexpected issues :-( ...redunancies have been tested numerous times ... in an extremely unlucky series of events can render a primary and secondary system unusable. .... However I can't recall the last time we had the same issue twice in a short timeframe that caused the same issue - we learn from each time, and put better measures around them to prevent such recurrences if there are any gaps in our monitoring, etc.) zRG2 says I don't think Eambo that major incidents like this one come as a lighting bolt out of a blue sky. IMHO every new patch and server maintanance puts extra stress on HW, because thousands of players are trying to connect the game at the same time after patch is finished. This is not problem with connectivity but the problem of database server and loadbalancing. Every player must acces data from database before starting a game. Thousands of them at the same time acts as a DDOS attack of hackers. Thats why database collapsed. Because it was overloaded. So please don't tell us that you improved ping and routing. We are not idiots. Don't tell us you have good monitoring. The problem repeats during peak loads after every patch release. Strenghten your database servers capacity or split players to more servers or tune up load balancing or tune up emergency failovers procedure so backup DB server will be ready in minutes and not in 10 hours or AT LEAST test your (stupid) patches in stress tests twice before going live and don't update the game in prime gaming time. It is not anything personal, Eambo. But consider fact that among thousands of children players there are some IT proffesionals in the game as well. You badly affected 30.000 players or even more for 10 hours. It is 300.000 hours waiting for your game - or 12.500 days - or 1785 weeks - or 416 months - or 34 years. Take this issue seriously. Explaining us that the collapse of database server was unpredictable and that you are aware of the problem because you already improved network capacity by "cutting out the "middle man" in a lot of routing to our servers" is embarassing. Sorry bro. Any compensation for the players is welcome.
takosmegas (EUNE)
: Fix your fuckin game
http://boards.eune.leagueoflegends.com/en/c/help-support-en/Ta3qEyE0-eune-slow-response-from-the-server They are lying to us. They didn't apologized to us. They didn't compensate us. JUST RIOT. Riot Eambo (EUW) wrote : " It's not really my place so tmx can possibly give more info, but I can assure you that a lot of investment has went into the infrastructure around League of Legends. ... we're building our own backbone across Europe and North America (and other regions) and peering with ISP's in order to improve routing, latency, troubleshooting capabilities ... No matter how much you spend or how much redundancy you have built in, there can be unfortunate circumstances which cause unexpected issues :-( ...redunancies have been tested numerous times ... in an extremely unlucky series of events can render a primary and secondary system unusable. .... However I can't recall the last time we had the same issue twice in a short timeframe that caused the same issue - we learn from each time, and put better measures around them to prevent such recurrences if there are any gaps in our monitoring, etc.) zRG2 says I don't think Eambo that major incidents like this one come as a lighting bolt out of a blue sky. IMHO every new patch and server maintanance puts extra stress on HW, because thousands of players are trying to connect the game at the same time after patch is finished. This is not problem with connectivity but the problem of database server and loadbalancing. Every player must acces data from database before starting a game. Thousands of them at the same time acts as a DDOS attack of hackers. Thats why database collapsed. Because it was overloaded. So please don't tell us that you improved ping and routing. We are not idiots. Don't tell us you have good monitoring. The problem repeats during peak loads after every patch release. Strenghten your database servers capacity or split players to more servers or tune up load balancing or tune up emergency failovers procedure so backup DB server will be ready in minutes and not in 10 hours or AT LEAST test your (stupid) patches in stress tests twice before going live and don't update the game in prime gaming time. It is not anything personal, Eambo. But consider fact that among thousands of children players there are some IT proffesionals in the game as well. You badly affected 30.000 players or even more for 10 hours. It is 300.000 hours waiting for your game - or 12.500 days - or 1785 weeks - or 416 months - or 34 years. Take this issue seriously. Explaining us that the collapse of database server was unpredictable and that you are aware of the problem because you already improved network capacity by "cutting out the "middle man" in a lot of routing to our servers" is embarassing. Sorry bro. Any compensation for the players is welcome.
Riot tmx (EUNE)
: [EUNE] Slow response from the server
HAHAHAHA guys, what excuse do you have now ? Millions Euro spent on reliability, huh ?
Riot tmx (EUNE)
: [EUNE] Slow response from the server
This is not slowness, the game is ruined. Well LOL team. In normal world every next patch is better and more stable. In Riot world every new patch is less stable and worse. Didn't you hired some developers from Bigpoint ? (angry) I suppose patch should be tested better and if it is not working, then make rollback to previous one version.

Banketka

Level 23 (EUNE)
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