Issue Type (Required):
Connectivity
Issue Description (Required):
As a client, when you queue into quick play with your party - your connection is severed, but you’re not fully disconnected yet. This bug manifests in the form of your character being unable to damage the training dummy, fire projectiles, receive messages via the text channel but the ones you send are imperceptible to the rest of the clients, and attempting to pick up items will lock you into position and action until you lose connection. Attempting to leave the party via the menu will be unsuccessful and you will have to wait until you eventually time out. During this period, your character will be stuck in the same animation pose, but they will be able to move. Your quick play vote will not be recognized on re-queue, as your vote is imperceptible.
I’ve done no professional analysis but further investigation alludes to the fact that most if not all of the people, myself included, who are afflicted by this bug are behind Carrier-Grade NAT, and due to the nature of their ISPs giving out dynamic IPs rather than static. As such, the afflicted (cannot port forward, but also) directly cannot get in touch with the matchmaker unless it’s through a proxied connection, like steam’s peer-2-peer systems - example being in Team Fortress 2 - should a host’s server not be visible on the master server list due to CGNat, using ‘-enablefakeip’ instead uses Steam’s Datagram Relay, which is their own virtual private gaming network, and thus provides a relay through which the server can be discovered and connected to.
I’d like to inquire about the nature of Vermintide’s P2P connectivity - does the matchmaker directly patch through clients or do you preferably use steam’s proxied P2P tunnels?
Attached below are videos of Kerilian having period cramps because of the disbalance in the weave, and Saltzpyre’s holy ass being literally carried by Sigmar, while both remain as motionless as a tabletop figurine.
Reproduction Rate (Required):
Constant (100%)