The official PlayStation blog is
carrying a slight update on the recent total failure of the PlayStation Network:
We sincerely regret that PlayStation Network and Qriocity services have been suspended, and we are working around the clock to bring them both back online. Our efforts to resolve this matter involve re-building our system to further strengthen our network infrastructure. Though this task is time-consuming, we decided it was worth the time necessary to provide the system with additional security.
We thank you for your patience to date and ask for a little more while we move towards completion of this project. We will continue to give you updates as they become available.
This outage has proven to be especially bad timing, affecting the launch of both Portal 2 and Mortal Kombat on the PlayStation 3.
Sony is blaming an
external intrusion, though no other details are available. Speculation abounds that Anonymous is involved, but there's no confirmation yet (and in the comments here, natslovR has pointed out that "they" have said it's not them, for whatever that is worth).
promoted/edited forum item
Posted 05:23pm 23/4/11
Posted 05:46pm 23/4/11
Posted 07:09pm 23/4/11
Got media server working now though. Which is f*****g winrar to the max. transcoding on the fly ftw
Posted 07:13pm 23/4/11
Posted 07:22pm 23/4/11
Posted 07:37pm 23/4/11
Posted 10:34pm 23/4/11
It's a much more user friendly/ better implemented system, but I don't notice any performance differences, and as long as your not playing some obscure game there's a decent population, although xbl has a much larger pop generally.
Posted 01:57am 24/4/11
Posted 01:59pm 24/4/11
Posted 02:16pm 24/4/11
Posted 04:10pm 24/4/11
Posted 05:23pm 24/4/11
Posted 06:27pm 24/4/11
Posted 11:55pm 24/4/11
Distributed system? You mean some protocol that is agreed upon, and then allowed that the users can manually connect to it? I mean, what kind of model fits in with a consoles idea of "all in one, you need to know nothing but you can use it flawlessly"?
I mean I understand for a lot of computer culture in the past, geeks didn't mind working out how to dial directly people's phone lines and syncing and then restarting a connection, and that background kind of paved the way to servers and knowledge of how to connect with them. But consoles are a know nothing, game experience.
Unless you're literally weighing up the pro's of the advantages of a console versus a pro of the PC slightly dated model with your statement? Or is there an implementation that you think worked well in practice that should be adopted that would suit?
Because previously while it was distributed you'd have s***** clients like COGS and GameSPY which would centralise the distributed points for your convenience, or some other idea which grabs IP's etc for you to connect. But those were of course filled with limitations. EG: if it was starcraft for example, you could connect to another person's IP directly, but there's no guarantee that they're going to be nearby your skill level (and considering the massive difference between good and bad that's a problem).
I just think that it's not just a clearcut case of "Distributed servers are the only way" i think there's obviously other hybrid implementations (that kind of P2P style) and the pure distributed servers of old (like a q3 server) and a central server (like a bnet/PSN/xboxlive) and they all have downfalls, but also they have benefits.
One problem doesn't mean it's the wrong implementation I think is what i'm saying.
But of course i'm always interested to hear some enlightening facts on why or what system you'd put in place instead of that PSN? Just as a bit of a mental exercise, potentially teaching me something I don't know or understand about the current generation of game hosting (which naturally you'd know a lot more than me about).
Posted 07:42pm 25/4/11
Posted 07:38am 27/4/11
last edited by Raisty at 07:38:58 27/Apr/11
Posted 07:51am 27/4/11
Why wouldn't the attacker have broken the centralised auth module?
Don't get me wrong, I'm with you on the whole dedicated servers things, its just not the solution to everything that goes wrong.
Posted 08:01am 27/4/11
Posted 08:11am 27/4/11
Posted 09:06am 27/4/11
Posted 09:13am 27/4/11
Posted 09:13am 27/4/11
Posted 09:25am 27/4/11
Plus, they're saving on bandwidth all the time it's down.
Posted 09:28am 27/4/11
Edit* - @Raven, uhm, the massive amount of digital content they would've sold had the network been up maybe? just a guess.
Posted 09:50am 27/4/11
Posted 09:54am 27/4/11
I guess you can say the same for PSN at the moment, but at least you can actually play games you bought without having to subscribe.
Posted 10:02am 27/4/11
It's the same arguments as piracy costs money - no, you don't lose money, you just don't make money.
Posted 10:10am 27/4/11
Edit* - lost money, made money. its a bit Tomato,Tomatoe in this context, and in piracy's, so I see why they get the s**** about it.
Posted 10:14am 27/4/11
Posted 10:18am 27/4/11
Posted 10:19am 27/4/11
yeah you're right to an extent. it is free for basic stuff but to play against others online you need a Gold membership which has a monthly fee of $10.95 or $79.95 for 12 months.
as opposed to PSN which I believe was free to play online?
Posted 12:35pm 27/4/11
Talking of which mine finally ran out the other day. I had something like an extra 6 months of free live just through promotional codes. Might need to top up soon.
Posted 01:22pm 27/4/11
http://arstechnica.com/gaming/news/2011/04/sony-admits-utter-psn-failure-your-personal-data-has-been-stolen.ars
Posted 01:52pm 27/4/11
http://www.ausgamers.com/forums/general/thread.php/3051386
Posted 03:18pm 27/4/11
Posted 09:49am 29/4/11
credit cards were encrypted