If you're still experiencing issues on connection, please refer to the following.
1. Is it requesting a player password? The server sets a temporary player password when it is starting up in order to ease all needed assets and resources without player interruption. When it completes, the password field will be cleared, allowing the player to join.
2. Timeout? This is a multi tiered solution. Right now one of our preventative measures is done through whitelisting connection sources.
* If you are still receiving timeouts, and there are players in the server, and you've 'enrolled' via the former whitelisting mechanism, the next step is to determine if your computer can communicate from your location to the game server's location. To easily determine that, download and run AoS-BGCheck which will run multiple tests. If all tests succeed, your computer is able to connect to the game server without issue, please verify your direct connection details are accurate.
To use a looking glass, open a browser tab to the following link as a demonstration.
Level3's Looking Glass
Here we can instruct a server on Level3's network, so we'll click "Ping from Level 3's sites".
Select a Level3 physically near you from the first dropdown list.
Type "game.bgtscc.net" in the "Ping To" field.
Change "Packet Count" to 10 so that our sample size is good to see if there's considerable latency issues, and click "Submit".
After a few seconds a result set should return, something like this.
Code: Select all
icmp_seq=0 ttl=115 time=95.194 ms icmp_seq=1 ttl=115 time=95.089 ms icmp_seq=2 ttl=115 time=95.100 ms icmp_seq=3 ttl=115 time=95.394 ms icmp_seq=4 ttl=115 time=95.126 ms icmp_seq=5 ttl=115 time=95.082 ms icmp_seq=6 ttl=115 time=95.102 ms icmp_seq=7 ttl=115 time=95.098 ms icmp_seq=8 ttl=115 time=95.153 ms icmp_seq=9 ttl=115 time=95.458 ms ---- target statistics ---- 10 packets transmitted, 10 packets received, 0% packet loss rtt min/avg/median/max/mdev/stddev = 95.082/95.18/95.114/95.458/0.318/0.128 ms
icmp = the protocol (ping)
seq = sequence, a linear count from 1 to N
ttl = time to live (the time to discard in ipv4 in seconds, and hop limit in ipv6)
time = time in milliseconds for a single packet to reach it's host and return.
Stable connectivity is easily determined by the fluctuation of the latency, expected to stay within ~10ms +/- of the preceding and the packets that follow.
You can find additional ISPs to test at this link.