Categories: News

Diablo II: Resurrected, a developer talks about server problems

One of Blizzard’s developers responds to actions the company is taking regarding server issues in Diablo II: Resurrected

Since the launch of the game Diablo II: Resurrected, a remaster of Diablo II for the new console generation, this has led Blizzard to have to deal with various problems within the game’s servers, where they have been encountered by users of the continuous errors upon login attempt. The company had already tried to implement an “emergency maintenance”, but the problem has not been solved anyway.

The developers are aware of the difficulties in accessing players across all platforms, and have been trying for days to resolve the issue with minor updates. In the last few hours, Blizzard Community Manager Adam Fletcher has released a long post in the “Forum” section of the Blizzard website, where he had the opportunity to explain why these issues are still happening, also exposing the ongoing plans they have to try to fix them.

The reason behind the server problems in Diablo II: Resurrected

Fletcher explains in the post how the malfunction it does not depend on a single cause, and that they are taking steps to fix this as soon as possible; also underlines how a small part of users have found themselves with a reduced or permanently canceled character progress. The post also explains how the servers work and the reason why they started to fail: the problem would lie in the ever-increasing number of players, added to the bailouts made too often on global servers, rather than regional ones.

Diablo II: Resurrected, a developer talks about server problems

In addition, the remaster actually uses a lot of the legacy code from the original game, which doesn’t seem to fare too well anymore, being dated 2001 and used to less stress. Blizzard therefore intends to work through three major updates: in the first it will try to limit the number of operations to the database that focus on entering new games; the second, already in place, places a login queue, in order to maintain a secure level of players between servers; finally, the third is based on splitting some critical functionalities into separate parts, so that they become more manageable and do not burden the servers.

We’ll see if Blizzard can solve the problem; in the meantime, keep following us on TechGameWorld.com for more updates, and visit Instant Gaming for low-priced games.

Published by
Stefania Romagnoli

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