Maintenance for the week of July 21:
• PC/Mac: NA and EU megaservers for maintenance – July 21, 4:00AM EDT (8:00 UTC) - 12:00PM EDT (16:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – July 23, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – July 23, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
The connection issues for the European megaservers have been resolved at this time. If you continue to experience difficulties at login, please restart your client. Thank you for your patience!
Suggestion: On Downloads, Crashes and Bugs
I suggest that the reason for all the failed downloads, game crashes and many bugs may be that the download mechanism used does not do a good job detecting bad transfers of data.
The transfer of information is not perfectly accurate even with digital systems because noise gets into the process. There will be errors. Since we first started to transfer data electronically we have been performing error detection and correction to achieve exact transfers. This always involves detection and retransmission along with some other mathematical processes.
As files grow in size they become more likely to have errors pass that will not be detected; no matter what detection method is used. To increase detection probability we have increased the complexity of detection from simple checksums to advanced digest calculations like MD5 and beyond. In the days when we had small games of a few hundred megabytes it was common to use MD5 signatures to verify files. They failed often and had to be downloaded again. With total game sizes over 30GB the likelihood of a bad transfer is high. This is true even if there are many smaller files being sent. There is no one answer for how to do the best error detection because that also carries with it practical concerns about calculation time. Advanced digest algorithms can take even the most powerful desktop with top of the line GPU augmented computations a very long time to complete. Random failures in transfer will have effects from nothing noticeable to crashes or anything.
ZO uses TCP/IP and UDP to transfer data. That is based on the ports they require to be forwarded in network settings and routers. TCP/IP does not perform error checking on the data. UDP only uses checksums. A protocol was developed that was for file transfers, FTP, and it does a great job. Checksums were sufficient when small blocks of data were being sent in the 1970’s and early 1980’s. Checksums are trivial tests today and should not be trusted. If ZO is using even a simple MD5 we should not have such download problems. The ever present download errors indicate ZO does not and that leads to the strong possibility that download errors are responsible for poor game performance of all kinds. For files that total over 40GB at least a 256bit MD5 or SHA digest should be used to verify file transfers.
For the third time this year one of my computers game installations was destroyed by a patch that was processed and then resulted in a manifest error. The only resolution I have found for this is to uninstall the game, delete the leftover Zenimax Online folder in Program Files (x86); which after uninstall is still sitting at over 40GB! Then reinstall the game as if it was all new. This can still take many tries until I get lucky. I have tried 4 times since a few days ago and guess I downloaded the game 20 times this last year. From my perspective the download process is a hateful slot machine with no payout. See you in game. If I can ever get a runnable download.
aka, Alvald