It's the IPv6 not working on P2P games. Server based games like BF1 haven't been a problem.
I was able to replicate the same issue @KyleW1988 is having with FIFA 17 on Xbox One....With Madden 17 which also uses a P2P system to my understanding /same game pub etc, I can find players no problem (just played a match, and found another one right after). I haven't had issues at all with Madden even with the older firmware.
I see you are also having the issue with NHL ? I am downloading that right now. Really enjoying my EA Access subscription right now haha
got the .27 update but speed went down. If I hard reset will it not rollback to previous version
I have the version 27 firmware and there are 2 issues that I notice:
5 GHZ channels going to the lower segment - After the firmware update, the modem defaults to the lower channel range on the 5 Ghz band with weaker wifi signall. I have to manually set it to the higher version.
Loss of OFDM Channel Lock
Under some RF conditions, the modem fails to lock properly on the OFDM channel. This typically result in variable performance.
Update April 12: This problem is resolved in 188.8.131.52T2
This has NOT been fixed and I am not sure why you still say that this is fixed. It has never worked properly ever since version 24 firmware.
Different modes in the same game use different connections. Like for NHL HUT it's P2P but in EASHL it's server based. So I can play EASHL no problem and find a team. I can't however play HUT or online versus which is P2P. Always get that failed to retrieve data message when trying to find a match in HUT
Interesting points, wont hog the thread to much on this (interested in hearing more .27 feedback :P) . I was doing some reading on multiplayer gaming architecture & P2P networking. A good reads is this article which touches on how to create your own P2P game here & a powerpoint deck dating back to 2009 used to pitch multiplayer gaming solutions found here
As we see the current solutions in place are either client server or P2P. From my reading, gaming providers are either using a P2P solution which involves having a matchmaking server in place, so users can find others "peers" . Once you find a peer(s), one player will be marked as the host & a P2P connection is established to "run" the game online. A client server solution is pretty straight forward as it involves the server basically "hosting" the online match.
What your post has indicated is the EA is using a hybrid approach for different game modes & there is no consistency between sports games. Which would be unique & slightly off standard in regards to picking one solution. @KyleW1988 May I ask how you came about that information? I did a lot browsing on the EA forums and see other are coming to this conclusion as well but have yet to see official schematics / information that EA does this. Would be great for validation purposes. Just curious.
I am unsure why EA would used a client server solution w match making for a game like Madden 17(Football) , for player vs players matches. Then for NHL 17(Hockey) have a P2P solution with a match making server in place, for player to player matches.
What my testing shows is that when IPV6 is enabled and you try to play a player to player match in FIFA 17 & NHL 17 you are unable to find matches. With IPV6 enabled and trying to play a player to player matches on Madden 17 you can find matches.
Is it simply that Madden has much more players with IPV6 so I able to find matches, opposed to FIFA 17 & NHL 17 which may have a smaller number ? Or is it that the matching making server for NHL/FIFA is failing to link IPV6 players together ? Does the matching making server have the ability to recognize a dual stack network & default to your IPV4 address when not being able to find an IPV6 player ? This question would be part of a larger conversation on the network / server level.
We would need to look at this use case, troubleshoot & do some root cause analysis to determine the problem.