PlayStation Network Support
30 Nov 2014 08:00 AM
ArkyMosuke
By: ArkyMosuke

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MULTIPLE PLAYSTATION 4's - ONE NETWORK - NEEDS FIXED ASAP. (Confirmed by Sony)

58 replies

UPDATE: As of 11/30/14 @ 10:34AM Est. This issue has been CONFIRMED by Sony Support.

UPDATE2: As of 12/1/14 The opening post has been updated in detail about the issue and has a temporary fix, you're going to need your wallet. :)

Temporary fix added to bottom of post, UPDATED IN ORANGE. (Confirmed working for GTA5)

NEW INFORMATION ON CURRENT ISSUE - SONY NOT SOLEY THE ISSUE. CHECK GREEN TEXT.

NO SONY.png

HERE IS A DIRECT PASTE OF THE SONY PSN PORTS TO FORWARD IF UPnP ISN'T ENABLED.

 Current Ports for SCEA servers: No available range, other than 10070 - 10080, which has no bearing here.

PlayStation®Network and SCEA Game Servers

All games published by SCEA (first-party) and the PlayStation Network may use the following ports for communication with SCEA (first-party) game servers:

  • TCP Ports: 80, 443, 465, 983, 1935, 3478, 3479, 3480, 5223, and 10070 - 10080
  • UDP Ports: 3478, 3479, 3658, and 10070

 443 is for secure http, and 465 is usually for email clients. So they probably don't need a range. I didn't look hard into the others but gave an example anyhow.

 Example of this would look like, if a range of Ports was available.

PlayStation®Network and SCEA Game Servers

All games published by SCEA (first-party) and the PlayStation Network may use the following ports for communication with SCEA (first-party) game servers:

  • TCP Ports: 80, 443, 465, 983 - 988, 1935 - 1940, 3478 - 3482, 5223 - 5228, and 10070 - 10080
  • UDP Ports: 3478 - 3482, 3658 - 3692, and 10070 - 10075

THIS IS WHAT IT SHOULD LOOK LIKE IF MULTIPLE CONSOLES WERE ALLOWED. (ACCOUNTING FOR 5 SPARE PORTS TO RETRY ON = 5 PS4's capable of using SCEA servers.) SCEA would also have to open these extra port ranges on their servers as well.

 

It would seem that Rockstar is listing these as the ports to forward and open to use their servers, however.... these aren't the ports we're looking for.... As Obi-Wan would say.  I'll conceed that not all the blame may lie with Sony here, so I'm working to get to the bottom of it now!

UPDATE: Rockstar has listed off Sony as their server hosts per say on their troubleshooting forum, and while that information is great, I'm looking closer at what's going on and I've noticed something. Once connecting to GTA5 online today after clearing my routing table, I noticed that my PS4 is connecting to a server for GTA5 on port 9308 and 9306. So I booted up the second PS4 in my room mates room, and tried connecting, the console failed to connect the first time. So I checked the routing tables, only to notice there are no new tables set for the second PS4. This is because it's attempting to use those same ports, and the router cannot allocate them so it failed to connect and posted a generic maintinance error.

 

As of now, I've spoken to both Sony techs, and Rockstar techs and I'm communicating via email with information about this current issue, myself having narrowed it down to only two points in which this could be occuring. Either it's occuring on joining a session and the limited ports configured in the last patch of GTA5 doesn't have a fallback to try, or it does and is not functioning properly.

 

At this point I'm completely certain it's an issue on the consumer end with their patch of software, otherwise the consoles would be trying other ports and get declined, however they are not even attempting to do so.

 

As soon as I know more, I will update this thread again, thanks for having patience!

 

You would then assign each PS4 one port each in those range, making sure not to assign the same port to the same device. (Which you cannot because any modern router would tell you it is in use.)

If UPnP was on, you would not have to configure the router to these ports and it would AUTOMATICALLY try another port in that range with the information on the system itself that's available. Meaning: YES, it has to be changed on the PS4 ITSELF. Meaning a patch, to add the range to the system itself as an option. Otherwise the system has no idea what to do when it fails other than kick the current user off and allow the new user to use it.  gkpama00 is WRONG.

 

 

I'm a network tech, I've several years employment managing off site data backup and recovery, I'm speaking on the issue of having multiple PS4's in one the SAME NETWORK as well as playing the SAME GAME.

 

Example: Two roomies have PS4's and want to play GTA 5 together online, but after connecting, one or sometimes both PS4's will disconnect from the online server when they try to reathenticate and time out.

 

PORT FORWARDING: This will not work, as the game and SCEA servers use the same ports to authenticate, instead of a RANGE of ports as a backup when one fails.

 

uPnP: See answer to PORT FORWARDING.

 

SET A PLAYSTATION TO DMZ: See answer to PORT FORWARDING and uPnP.

 

MULTIPLE ROUTERS: See answer to PORT FORWARDING, uPnP, and SET PLAYSTATION TO DMZ.

 

THE REASON FOR THIS: Networking Protocol does NOT allow two devices on the same network, regardless of the HUB (router) device that it is connected to use the same port.

 

WHY?: The same reason you cannot call your friend and talk to them when their phone is in use, it's point to point communication.

(YES YOU CAN USE CALL WAITING - CALL WAITING PLACES THE CURRENT CALL ON HOLD TO SWITCH TO THE OTHER, IT'S POINT TO POINT COMMUNICATION. THREE WAY CALLING REQUIRES CONNECTING MULTIPLE POINTS, WHILE THIS IS POSSIBLE, YOU HAVE TO SPECIFICALLY CALL THE NEXT PERSON USING THE FEATURE)

 

BOTTOM LINE/TL;DR. Any game that runs on SCEA servers (Sony Servers for first party) will not allow multiple instances of that game on two different PS4's on the same IP. Because there is no range of Ports assigned to retry on. They only list very specific ports. So games like Grand Theft Auto 5, will only work online for a short time, when you're lucky enough to get in between the authentication, before timing out. (about 20 minutes max) Or if you're playing one PS4 online with it, and another person logs into the game online after you've been in for roughly 30 minutes, you get booted off. Even if you own two separate copies of the game.

 

!!!!!!!!!!YOU DON'T EVEN HAVE TO BE PLAYING THE SAME GAME! If BOTH games use the SCEA servers, you will drop connection when the second console tries connecting online in the game.!!!!!!!!

 

 

SOLUTION: SONY NEEDS TO URGENTLY come up with a hotfix for their firmware and SCEA servers, to allow for a RANGE OF PORTS, instead of very SPECIFIC ports. So when multiple systems on the same network try the same port, THEY JUMP TO ANOTHER IN THE RANGE TO AUTHENTICATE.

 

TEMPORARY FIX: The old fix required new internet service, however there's a new fix out for GTA5, and any other game that may have a similiar issue. It takes a bit of know how. Anyway on to the fix. If you're running GTA5 on two PS4's and having trouble staying connected, open your router settings and turn off UPnP and then turn it back on. This will clear the UPnP table. Then reboot the router with both playstations off. Now forward 9306 to one playstation, and 9308 to another playstation. Then go ahead and turn them on and connect, making sure they are both forwarded to the right IP.

 

You should be in game now in GTA5 and one PS4 will use 9306 and the other 9308. This will stop the auto port forwarding that both PS4's attempt to do with UPnP. Forcing them to use the one you specify, this will give them both a perferred connection and they will stop attempting to connect to the others and disconnect each other.  I played for two hours straight with my roomie last night.

 

SIDE NOTE. Rockstar DOES NOT publish these ports, I had to observe my network to find out which ports I could reliably forward to do this.

 

 

  • PLEASE LIKE AND SHARE THIS, EVEN IF YOU DO NOT OWN TWO CONSOLES AND PLAY THE SAME GAME AT THE SAME TIME.

     

    THIS HAS BEEN AROUND SINCE THE PLAYSTATION 3! IT NEEDS TO BE FIXED.

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  • I did it with 2 PS3s, had an issue when it was on wi-fi, so We switched to a hard connection an it was perfect. So if your are usen wi-fi, try it.
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  • Correct, the PS3 is properly using UPnP to try other ports. The PS4 is not however, the issue originally popped up with the PS3's. xD

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  • BBurgSteve (Support MVP)

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    I can't speak for the PS4, as I only have one (outside chance we will buy a second when Journey launches on the console), but my wife and I have never had an issue with the PS3, both connecting to and playing Journey together on two separate PS3s in the same household, connected to the same router (both via ethernet).  We've had issues being able to connect to the same game in the past, but we can both play without issues at the same time.

     

    Same with playing Portal 2 co-op and LittleBigPlanet.  Zero issues connecting two PS3s to the same network and playing the same game.

     

    Seems like it may be an issue with either your ISP or your network setup.  As far as I know, the PSN DOES use a small range of ports, rather than a single port.

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  • As I said in reply to the other person, the playstation 3, no longer has this issue, it was resolved withing days of launch. That being said, there are absolutely no settings on the network or by the ISP that can be changed to make two PS4's able to play the same game at the same time, I spoke with support this morning and they CONFIRMED THIS.

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  • gkpama00 (Support MVP)

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    Apparently the OP is a network tech that doesn't understand how Network Address Translation (NAT) works.  If he did, then he would be able to figure out what causes this limitation, and why it is something that Sony can't fix on its own for all PS4 games; or any PS4 game that it did not develop. This problem has nothing to do with the PS4.  It was an issue with the PS3 as well, and the XBox consoles for that matter.  This problem has nothing to do with the console.  There is nothing on the console that prevents, or enables, playing the same game on multiple consoles.  It has nothing to do with the PS4 System software or firmware, which is not involved in online game play to any significant degree. 

     

    The reason that two consoles, on the same home network, can't usually play in the same online match, is because both consoles are using the same public IP address.  From the perspective of the game servers, both consoles appear to be the same network host, and therefore the same console.  A PS4 can't play two copies of the game at once, so most game net-code will terminate the second session, or both sessions, if multiple consoles with the same IP address try to join the same server.  This is how NAT 2 and higher are supposed to work.  Generally an ISP will only allocate one public IP address to each broadband modem, mostly because the ISP doesn't have very many public IPv4 addresses, and can't afford to allocate more than one per customer.  The IPv6 standard was supposed to solve this problem by expanding the IP address space large enough so that every man, woman, child, and household pet on earth could have thousands of IP addresses for their personal use. IPv6 doesn't seem to be catching on because it requires all of the network applications to be modified, and who has time for that?

     

    When home broadband service was first introduced, most people only had one device that was Internet-capable in their homes; and if you had two computers, then you were expected to rent two broadband modems from your ISP.  Now that pretty much everything electronic connects to the Internet, that doesn't work anymore; so people need to be able to connect several devices to their one broadband modem.  NAT 2 solves this by issuing a private IP addresses to each device on the home network, and then mapping Internet-bound sessions from all of the devices to the single public IP address.  In IT terms, it makes the IP connections from the many different devices on the home network appear (to Internet servers) to be coming from different processes on a single Internet host. That works fine for client-server protocols like HTTP, where all of the requests come from the client, and only replies come from the server.  The NAT gateway can just match up the request source port numbers for each reply, and forward the reply to the device on the home network that sent the request using a table of outgoing requests that it maintains in memory.  NAT doesn't work when requests are being sent from the server also, which is the case with game net-code. If a request is sent to the public IP address on a well-known port, the NAT gateway has no way of knowing what host on the local network to send the request to; unless there is a port forwarding rule set up in the gateway; but each port can only be forwarded to one private LAN address at a time, so that only works for one console. Not two. 

     

    Universal Plug-and-Play was created to partially solve the port forwarding problem by figuring out based on the outgoing network traffic which host the requests coming in from the Internet should be routed to.  As with port forwarding, this only works if one host on the local network is receiving those requests. It doesn't work with two, so it doesn't help two consoles to be able to play the same game on the same server. The only way that two consoles can play the same game on the same server, in general, is if the net-code for the game was intentionally, or incidentally, designed to support that.  This requires that the server consider both the IP address, and the source port when determining which console a request came from; as well as using information in the body of the request to determine which port to send requests to that console on.  That port would still need to be forwarded to the correct console on the client side, although uPnP can usually take care of that.  Some game's net-code is implemented in a way that makes this possible.  Some are not.  PSN has nothing to do with it either way, so it isn't something that Sony can enable, or prevent, generally.  

     

    Even when developers write net-code that enables multiple consoles to play together on a single broadband router, they usually do so unintentionally, or as a result of something that was written for the PC version of the game.  It complicates the net-code somewhat, which costs the developer money, and impacts game performance negatively.  As with all features, the developers will ask themselves "how many more copies of the game will I sell if I enable multiple players in a single household?".  The answer is, not many.  People don't seem to think that they should have to buy the same game more than once per household.  In most cases only one copy is being purchased, with the non-purchasing player playing the game on the purchasing player's primary PS4 console, while the purchasing player plays it on the other console (on the PS3 the game would just be downloaded by the purchasing player to both consoles).  There is little financial incentive for game developers to enable this capability, so few bother to do so.  That isn't something that Sony is responsible for, except for its own games.  That is up to each individual game developer.  Sony doesn't give console refunds, but even if it did, you would not be due one in this case.

     

    You and your roommate could solve this problem by each paying for your own Internet service.  Then you could both play together with no problem by connecting to your own broadband modems.  What's that?  You don't want to pay for two Internet services?  Really?  Why do you think that game develpers, or Sony, should spend money so that you and your roommate can play together online, instead of you and your roommate spending money so that you can do that?   You are getting the benefit.  Why should you not pay for it?

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  • gkpama00 wrote:

    Apparently the OP is a network tech that doesn't understand how Network Address Translation (NAT) works.  If he did, then he would be able to figure out what causes this limitation, and why it is something that Sony can't fix on its own for all PS4 games; or any PS4 game that it did not develop. This problem has nothing to do with the PS4.  It was an issue with the PS3 as well, and the XBox consoles for that matter.  This problem has nothing to do with the console.  There is nothing on the console that prevents, or enables, playing the same game on multiple consoles.  It has nothing to do with the PS4 System software or firmware, which is not involved in online game play to any significant degree. 

     

    The reason that two consoles, on the same home network, can't usually play in the same online match, is because both consoles are using the same public IP address.  From the perspective of the game servers, both consoles appear to be the same network host, and therefore the same console.  A PS4 can't play two copies of the game at once, so most game net-code will terminate the second session, or both sessions, if multiple consoles with the same IP address try to join the same server.  This is how NAT 2 and higher are supposed to work.  Generally an ISP will only allocate one public IP address to each broadband modem, mostly because the ISP doesn't have very many public IPv4 addresses, and can't afford to allocate more than one per customer.  The IPv6 standard was supposed to solve this problem by expanding the IP address space large enough so that every man, woman, child, and household pet on earth could have thousands of IP addresses for their personal use. IPv6 doesn't seem to be catching on because it requires all of the network applications to be modified, and who has time for that?

     

    When home broadband service was first introduced, most people only had one device that was Internet-capable in their homes; and if you had two computers, then you were expected to rent two broadband modems from your ISP.  Now that pretty much everything electronic connects to the Internet, that doesn't work anymore; so people need to be able to connect several devices to their one broadband modem.  NAT 2 solves this by issuing a private IP addresses to each device on the home network, and then mapping Internet-bound sessions from all of the devices to the single public IP address.  In IT terms, it makes the IP connections from the many different devices on the home network appear (to Internet servers) to be coming from different processes on a single Internet host. That works fine for client-server protocols like HTTP, where all of the requests come from the client, and only replies come from the server.  The NAT gateway can just match up the request source port numbers for each reply, and forward the reply to the device on the home network that sent the request using a table of outgoing requests that it maintains in memory.  NAT doesn't work when requests are being sent from the server also, which is the case with game net-code. If a request is sent to the public IP address on a well-known port, the NAT gateway has no way of knowing what host on the local network to send the request to; unless there is a port forwarding rule set up in the gateway; but each port can only be forwarded to one private LAN address at a time, so that only works for one console. Not two. 

     

    Universal Plug-and-Play was created to partially solve the port forwarding problem by figuring out based on the outgoing network traffic which host the requests coming in from the Internet should be routed to.  As with port forwarding, this only works if one host on the local network is receiving those requests. It doesn't work with two, so it doesn't help two consoles to be able to play the same game on the same server. The only way that two consoles can play the same game on the same server, in general, is if the net-code for the game was intentionally, or incidentally, designed to support that.  This requires that the server consider both the IP address, and the source port when determining which console a request came from; as well as using information in the body of the request to determine which port to send requests to that console on.  That port would still need to be forwarded to the correct console on the client side, although uPnP can usually take care of that.  Some game's net-code is implemented in a way that makes this possible.  Some are not.  PSN has nothing to do with it either way, so it isn't something that Sony can enable, or prevent, generally.  

     

    Even when developers write net-code that enables multiple consoles to play together on a single broadband router, they usually do so unintentionally, or as a result of something that was written for the PC version of the game.  It complicates the net-code somewhat, which costs the developer money, and impacts game performance negatively.  As with all features, the developers will ask themselves "how many more copies of the game will I sell if I enable multiple players in a single household?".  The answer is, not many.  People don't seem to think that they should have to buy the same game more than once per household.  In most cases only one copy is being purchased, with the non-purchasing player playing the game on the purchasing player's primary PS4 console, while the purchasing player plays it on the other console (on the PS3 the game would just be downloaded by the purchasing player to both consoles).  There is little financial incentive for game developers to enable this capability, so few bother to do so.  That isn't something that Sony is responsible for, except for its own games.  That is up to each individual game developer.  Sony doesn't give console refunds, but even if it did, you would not be due one in this case.

     

    You and your roommate could solve this problem by each paying for your own Internet service.  Then you could both play together with no problem by connecting to your own broadband modems.  What's that?  You don't want to pay for two Internet services?  Really?  Why do you think that game develpers, or Sony, should spend money so that you and your roommate can play together online, instead of you and your roommate spending money so that you can do that?   You are getting the benefit.  Why should you not pay for it?


    Aparently the person making this reply, is really just trying to cover for Sony. I understand perfectly how this works, and yes while you decide to deflect and make it look as if I do not understand what I'm talking about, you have BASICALLY just said everything I have in a nuteshell. The same IP cannot split traffic from one port two ways. You are an idiot if you think you think you can just prattle on in a long winded post and then end with, "My room mate and I should have two different internet services at the house."

     

    Are you retarded? Do you no realize how stupid this sounds? Why should ANYONE have to have two seperate internet installations, WHICH REQUIRE FOR ANYONE THAT CAN ONLY HAVE ONE PROVIDER OR WANT A TWO CABLE LINES TO PAY FOR A SECOND LINE INSTALL AND SERVICE SEPERATELY.

     

    NOT ONLY THAT, but some companies WILL NOT ALLOW YOU TO HAVE TWO LINE INSTALLS to the house.

     

    Please think about what you've just said, then think about how easy it is to patch a firmware to allow a RANGE OF PORTS for multiple devices on ONE NETWORK, instead of saying PAY FOR ANOTHER MODEM AND INTERNET SERVICE ALONG SIDE YOUR CURRENT ONE.

     

    You're an incompetent idiot.

     

    Allow me to jab you again, you bring up IPv6. Please explain how IPv6 will fix this issue? The modem can still only lease ONE IP, granted that would have an extension on said IP to direct the traffic to each individual device. Even still, this would require people to upgrade modems, routers, ect. This is wrong, and should not be the case. If you want it like this, you should market the PS4 as 'some assembly required.'

     

    EDIT: You're trying to justify laziness in order to simplify code to save time and not worry about enabling the 'few extra copies' that people might want to play in the house at the same time. This is just pure BS. Why the heck do you think people should have to buy ANOTHER MODEM, and subscibe and PAY for the installation of a SECOND LINE to the house in order to have basic PROPER access to service, because a developer wanted to be lazy. There's nothing to complicate here.... it's simple, allow for a RANGE of PORTS. There's nothing complicated about it.

     

    I would like to add, that the Xbox One, and 360 DO NOT have this issue, I've had massive LAN parties for all the Halo games and CoD games as well. Strange huh? Not at all, they just didn't get lazy and not change one line from EXAMPLE. (deviceid):127.0.0.1 (port):443 TO SOMETHING LIKE

    (deviceid):127.0.0.1 (port):443-453. We aren't talking network protocol built from scratch here, basic networking is literally a template for connection, instead of just putting in one port, make it a range. It's really that simple.


    You are the one that obviously has no idea how NAT works. You're an idiot and I would urge you to please learn before you speak. If the server had more than just one port allocated to authentication, this would NOT be a problem, however it is not set up to do so.

     

    Jesus... I just don't understand how people can get on here and just wind off a bunch of **bleep** and really not understand a word of what they say.

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  • Let me also add, that 100% of the time, even playing in a DIFFERENT GAME SERVER, one or both consoles will disconnect when the other gets online in GTA5, even if not in the same game.

     

    Please understand, you said in your post that this isn't a functionality coded into the console... that's incorrect. Because there are games you can do this with. Sony needs to fix their servers to do this as well.

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  • Looks like OP didn't discovered yet how interent works :smileysurprised:

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  • IDazzlerazzle wrote:

    Looks like OP didn't discovered yet how interent works :smileysurprised:


    Lol....

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  • Original Post updated with a temporary fix to anyone having this issue, in red text.

    The Original Post also has a paste of the current ports for SCEA servers, showing that they are indeed port specific, and do not allow for a small range of ports in which to have mutiple consoles.

     

    Basically all bold and colored text is important. It's a little cluttered, but keep in mind... I'm fighting to keep my sanity at some of the things that have come out of one post in here.

     

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  • BBurgSteve (Support MVP)

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    I've posted a query on the MVP Support site to see if this is actually a known issue, as I am finding a number of similar complaints using Google searches.  Hopefully, I get something official back in the near future.

     

    In the meantime, one post on the AVForums suggests using custom firmware 'DD-WRT' on your router.  It apparently allows for much greater flexibility in the way you set up your network.  It is an open-source Linux-based router firmware that supposedly works on a number of different models from different makers.  Might be worth taking at least a look at until there is an official fix.

     

    http://www.dd-wrt.com/site/index

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  • BBurgSteve wrote:

    I've posted a query on the MVP Support site to see if this is actually a known issue, as I am finding a number of similar complaints using Google searches.  Hopefully, I get something official back in the near future.

     

    In the meantime, one post on the AVForums suggests using custom firmware 'DD-WRT' on your router.  It apparently allows for much greater flexibility in the way you set up your network.  It is an open-source Linux-based router firmware that supposedly works on a number of different models from different makers.  Might be worth taking at least a look at until there is an official fix.

     

    http://www.dd-wrt.com/site/index


    Please understand, that there is no consumer based fix, other than literally spending money on a second modem and paying or talking your ISP into providing you a second IP for no charge. Then you have to have them provision it properly to allow it only a portion of your bandwidth, so you are not splitting it down the middle and cutting your internet speeds in half. This is all a very long an drawn out process, and if you are unlucky like 50-60% of america and have TWC or Comcast, you are going to be told it will cost you twice as much on your monthly bill, and you WILL have to argue.

    DD-WRT will not allow you to forward one port to two seperate devices. It's not a possibility, the way Network Protocol is designed makes this impossible.

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  • DRS-Spy

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    As someone with networking experience myself, having spent five years within the website hosting industry, I can say that ArkyMosuke appears to be accurate. While I can't confirm or verify his claims, I have come to notice that the PlayStation Network is poorly run and managed, as made evident by the network congestion that has yet to be resolved, and the false positives the original security system generated back at launch. (didn't recognize PS4 as a safe device, and sent false 'account compromised' reports to several users, myself included)

     

    Hopefully this problem gets resolved. As ArkyMosuke mentioned, it should be a fairly easy fix. Just add a range. 

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  • DRS-Spy wrote:

    As someone with networking experience myself, having spent five years within the website hosting industry, I can say that ArkyMosuke appears to be accurate. While I can't confirm or verify his claims, I have come to notice that the PlayStation Network is poorly run and managed, as made evident by the network congestion that has yet to be resolved, and the false positives the original security system generated back at launch. (didn't recognize PS4 as a safe device, and sent false 'account compromised' reports to several users, myself included)

     

    Hopefully this problem gets resolved. As ArkyMosuke mentioned, it should be a fairly easy fix. Just add a range. 


    I appreciate the words, not many people are inclined to read and comment and I understand that's fine. I'm trying to push this on my own through phone calls and emails to Sony and Rockstar. It seems Sony may not be soley to blame here. Check the original post for the new text in green for details.

    Original post updated in GREEN.

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  • BBurgSteve (Support MVP)

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    ArkyMosuke wrote:

    I appreciate the words, not many people are inclined to read and comment and I understand that's fine. I'm trying to push this on my own through phone calls and emails to Sony and Rockstar. It seems Sony may not be soley to blame here. Check the original post for the new text in green for details.

    Original post updated in GREEN.


    This thread has been passed along to some brainier people at Sony, so hopefully we get an answer soon, if it is, in fact, a Sony issue.

     

    However, it appears that lingering issues at TWC (the thread is from a couple of months ago) are likely partially to blame, as others have had no issue connecting multiple PS4s to the same network and being able to play.

     

    Stay tuned.

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  • BBurgSteve wrote:

    ArkyMosuke wrote:

    I appreciate the words, not many people are inclined to read and comment and I understand that's fine. I'm trying to push this on my own through phone calls and emails to Sony and Rockstar. It seems Sony may not be soley to blame here. Check the original post for the new text in green for details.

    Original post updated in GREEN.


    This thread has been passed along to some brainier people at Sony, so hopefully we get an answer soon, if it is, in fact, a Sony issue.

     

    However, it appears that lingering issues at TWC (the thread is from a couple of months ago) are likely partially to blame, as others have had no issue connecting multiple PS4s to the same network and being able to play.

     

    Stay tuned.


     

     

    I'm going to do some testing tonight to determine a few things, but as of right now Sony may be in the green, though it's not a TWC issue. All will depend on the outscome of some test we run tonight in house. The current game we have been testing with is leading us in a slightly different direction. So I will post an update tonight with the new results!

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  • UPDATE POSTED TO MAIN TOPIC IN ORANGE.

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  • deNiet

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    Thanks so much for your investigation into this ArkyMosuke, I am currently studying IT at Uni and work in a general service desk role and had a rough idea that this was the issue but did not have the skills or experience to troubleshoot and document my findings like you have.

     

    I struggle to comprehend in this modern age where the console battle is so tight that PS4 would allow such sloppy coding from game devs, I come from a history of using the Xbox 360 and never had an issue when running 4 or more copies of Halo in the one household.

     

    Cannot believe the stupidty of gkpama00, and to imply that the consumers are to blame for not having an internet connection each, would he also expect a school campus to supply a public IP to each student that wishes to use a PS4 in their dorm? 

     

    I hope once this is resolved that Sony compensates you for your time and effort, considering that you have done the job that their own network analysts could not.

     

    JD

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  • Thank you very much for your hard work here.  I have 2 playstations, one for me and my girl, and we have had issues playing together on almost all online games.  I used your fix tonight, and for the first time we were finally able to play for several straight hours with out any disconnects or random lag.  Again, thank you for all your work in explaining this issue.

     

    *edit: we played CoD:AW

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  • BerZerK

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    So what quick fix should be done with 3 PS4's? You supplied 9306 and 9308 as two ports. Should the third be 9310? Or 9307? Or is it ok not having a designated port for the third? Just trying to successfully get me and my other two roommates online for GTA V at the same time.
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  • Indeed - useful info, but any idea of an additional port that can be used for a third machine?
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  • Avstah1

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    These issues are also prevalent in Bloodborne when my brother and I play on the same network - but when I connect to an external network and he is on his home network, it operates flawlessly.

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  • Hey is the same when the 2 PS4s connect online, one will get a nat  2 and the other will get a nat 3? I'm having this problem now...

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  • Just wanted to throw this into the mix, my gf and I both have PS4s connected wirelessly on the same network and have never had the issues described. The only issue we've had is not being able to get over 30Mbps downstream while our other wireless devices pull 60. We both also achieve NAT 2 everytime I've checked. So my intention for posting this is simply to share what's working for us.

     

    ISP: Cox 

    Modem: Really doesn't matter, we pay for 100Mbps down, 30 up

    Router: Netgear WNDR3400 Dual Band

    Obviously we use the 2.5ghz while our other devices primarily use the 5ghz(ugh@PS4's wifi card)

    UPNP enabled

    Port Forwarding - none

    Security - WPA2-PSK[AES]

     

    Being completely frank here my routing setup is pretty standard. Prior to a couple of months ago I had various things adjusted such as port forwarding and static IPs for some devices but I had to reset my router to factory and haven't bothered to set any of that back up simply because I never saw a big performance increase to begin with. So all that aside it really seems to be the router that I would recommend you all try out. Short review: I've had it for a year, its easy to setup(I am an IT tech so I will say for the not super saavy I have setup easier routers than this one but its still pretty basic), speeds are good, on a regular PC I get 60Mbps down over WiFi and my data between internal devices is much higher. My only complaint is that I do occasionally have issues with my cellular devices about once a month where I have to power cycle the router to resolve it.

     

    Hope this helps someone!

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