Not sure if this is my Internet being screwy (I'm almost positive it's not) or the Servers literally dying. Just completed a Counterpoint Advanced and there was a full 6 second lag time between skill use and the effect occurring on top of this everyone was complain of near constant SNRs and 2 people even Disconnected.
Anyone else suffering tonight? This has been going on for weeks! If the servers are dying then please cryptic just shutdown STO for 2 weeks and repair them FFS!
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Savik - Vulcan Fed Temporal Sci
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Welcome to StarBug Online - to boldly Bug where no bug has been before!
STO player since November 2013
I've only been playing a poultry 3.5years,nothing compared to some of the guys I know in game that have seen a thousand problems before my time come and go.
It's not everyone but a more than a few of even the most seasoned players I know affected by this are starting to really get annoyed with it. As am I.
"If this will be our end, then I will have them make SUCH an end as to be worthy of rememberance! Out of torpedos you say?! Find me the ferengi!".
Edit: umm ... a word for TRIBBLE that begins with a T is censored!?! wow, just wow
Edit 2: so ... words that begin with P and T are censored ... is "fecal matter" ok to say?
Edit 3: I guess it is ... at this rate by the time my kids are my age the internet will censor everything except the word hi
Cryptic, get your TRIBBLE together. You've already lost me on spending money after LETTING this continue for months. Actually, no, keep it up.
It would nice if a studio worth a TRIBBLE got their hands on the ST IP. I can't imagine a better way to loose players than a lag issue from one person you cant control. That just screams, pathetic.
And no you cant say TRIBBLE but TRIBBLE is totally ok once you edit.
If you attempt to Google for strategies to prevent DDoS attacks you will find that there really aren't any ways to do so. Well... if you spend enough money to have multiple servers around the globe that is a possible strategy, but that takes a whole lot of money. PWE would probably "earn" more money by shutting down all their games than to setup multiple servers around the globe to not stop, but delay the full extent of DDoS attacks.
An effective way to do a DDoS attack to affect all global servers would be to simply have more zombie PC out there "pinging" away at the servers. A company could spend half the GDP (Gross Domestic Product) of the US and still be taken down by a simple DDoS attack.
The GDP is basically the total amount of money generated by all businesses in a country within a specific time period. Typically one year.
Never mind the areas that might actually accept input!!
I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born!
Forever a STO Veteran-Minion
It can't be prevented, no, but someone with the skills could turn the tables on this little piece of fecal matter. Afterall, nothing on or connected to the internet is truly secure.
Defensive responses to denial-of-service attacks typically involve the use of a combination of attack detection, traffic classification and response tools, aiming to block traffic that they identify as illegitimate and allow traffic that they identify as legitimate.
A list of prevention and response tools is provided below:
Firewalls
In the case of a simple attack, a firewall could have a simple rule added to deny all incoming traffic from the attackers, based on protocols, ports or the originating IP addresses.
More complex attacks will however be hard to block with simple rules: for example, if there is an ongoing attack on port 80 (web service), it is not possible to drop all incoming traffic on this port because doing so will prevent the server from serving legitimate traffic. Additionally, firewalls may be too deep in the network hierarchy, with routers being adversely affected before the traffic gets to the firewall.
Switches
Most switches have some rate-limiting and ACL capability. Some switches provide automatic and/or system-wide rate limiting, traffic shaping, delayed binding (TCP splicing), deep packet inspection and Bogon filtering (bogus IP filtering) to detect and remediate denial-of-service attacks through automatic rate filtering and WAN Link failover and balancing.
These schemes will work as long as the DoS attacks can be prevented by using them. For example, SYN flood can be prevented using delayed binding or TCP splicing. Similarly content based DoS may be prevented using deep packet inspection. Attacks originating from dark addresses or going to dark addresses can be prevented using bogon filtering. Automatic rate filtering can work as long as set rate-thresholds have been set correctly and granularly. Wan-link failover will work as long as both links have DoS/DDoS prevention mechanism.
Routers
Similar to switches, routers have some rate-limiting and ACL capability. They, too, are manually set. Most routers can be easily overwhelmed under a DoS attack. Cisco IOS has optional features that can reduce the impact of flooding.
Application front end hardware
Application front end hardware is intelligent hardware placed on the network before traffic reaches the servers. It can be used on networks in conjunction with routers and switches. Application front end hardware analyzes data packets as they enter the system, and then identifies them as priority, regular, or dangerous. There are more than 25 bandwidth management vendors.
Application level Key Completion Indicators
In order to meet the case of application level DDoS attacks against Cloud based applications, approaches may be based on an application layer analysis, to indicate whether an incoming traffic bulk is legitimate or not and thus enable the triggering of elasticity decisions without the economical implications of a DDoS attack. These approaches mainly rely on an identified path of value inside the application and monitor the macroscopic progress of the requests in this path, towards the final generation of profit, through markers denoted as Key Completion Indicators
IPS based prevention
Intrusion-prevention systems (IPS) are effective if the attacks have signatures associated with them. However, the trend among the attacks is to have legitimate content but bad intent. Intrusion-prevention systems which work on content recognition cannot block behavior-based DoS attacks.
An ASIC based IPS may detect and block denial-of-service attacks because they have the processing power and the granularity to analyze the attacks and act like a circuit breaker in an automated way.
A rate-based IPS (RBIPS) must analyze traffic granularly and continuously monitor the traffic pattern and determine if there is traffic anomaly. It must let the legitimate traffic flow while blocking the DoS attack traffic.
DDS based defense
More focused on the problem than IPS, a DoS Defense System (DDS) can block connection-based DoS attacks and those with legitimate content but bad intent. A DDS can also address both protocol attacks (such as Teardrop and Ping of death) and rate-based attacks (such as ICMP floods and SYN floods).
Blackholing and sinkholing
With blackholing, all the traffic to the attacked DNS or IP address is sent to a "black hole" (null interface or a non-existent server). To be more efficient and avoid affecting network connectivity, it can be managed by the ISP.
Sinkholing routes traffic to a valid IP address which analyzes traffic and rejects bad packets. Sinkholing is not efficient for most severe attacks.
Upstream filtering
All traffic is passed through a "cleaning center" or a "scrubbing center" via various methods such as proxies, tunnels or even direct circuits, which separates "bad" traffic (DDoS and also other common internet attacks) and only sends good traffic beyond to the server. The provider needs central connectivity to the Internet to manage this kind of service unless they happen to be located within the same facility as the "cleaning center" or "scrubbing center".
"I rather believe that time is a companion who goes with us on the journey, and reminds us to cherish every moment... because they'll never come again. What we leave behind is not as important as how we lived" Picard to Riker
A lot of the involves working side by side with the IPS. They are good preventative measure to delay the eventual take down of a server or servers if DDoS attacks continues and escalates.
He's supposedly been warned by a rather large and effective Hacker Group to cut it out, but it seems he's hell-bent on causing as much disruption as he possible can before being caught/shut-down.
I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born!
Forever a STO Veteran-Minion
it's been more than a few weeks, these attacks span back to last year, FROM THE SAME GUY supposedly.
"I rather believe that time is a companion who goes with us on the journey, and reminds us to cherish every moment... because they'll never come again. What we leave behind is not as important as how we lived" Picard to Riker
I miss the days when you could play a game you paid for when you wanted (yes, payed when I pre-ordered the game). No dependency of external servers that undergo this sort of attack or their own maintainence periods or other ISP issues. Too bad that's pretty much everything game makers and doing nowdays.
Most non-MMOs would work perfectly fine offline ... unfortunately many companies are moving those to internet connected services in hopes of preventing piracy. Oh and guess what? It doesn't stop the pirates, so its a waste of time anyway, but the industry has already made the move so ...
As far as MMOs go though, none have ever worked offline that I know of (with one possible exception), because they are heavily dependent on having user data saved on a server. The one possible exception I mentioned is no longer active, and depends on your definition of MMO: Phantasy Star Online for Dreamcast actually worked offline if I remember correctly, though future ports to other systems did not.
DDOS incursion detected! Again