Server Connection Issues
Game is unplayable since the top gun update I've been having problems connecting to the servers at first it was "Can't connect to Ea servers" and now it just gives me "Unknown error" (code:0:51002S:57019S) and sometime it just decides to work this only happens with bf6 other games are working no problem. This has been very frustrating [Edit: All caps removed from title - ElliotLH]CONNECTION FAILED Error Code 0:66003S:468882297O:0B log in on PS5
Game boots up, press X to log in, then i keep getting Connection Failed and this Error Code. Every other game i have is fine (works no problem), its only this one, my internets fine and im logged into the PSN. I have tried:- reseting the router, re-installed the game, check all my PSN and EA info is upto date, the DNS thing, unplugged any extra USBs, made sure I have plenty of storage, been through EAs troubleshooting and for life of me, cannot get it to work. Help plz.TÓPICO 3 — Server Health & Server Browser
Título Metrics Texto pronto para postar Technical Proposal: Server Health Telemetry and Smarter Server Browser Quality Metrics The upcoming Server Browser is an opportunity to provide more than a list of servers and ping values. Ping tells the player how long packets take to travel. It does not necessarily describe the health of the server simulation itself. 1. Separate Network Latency From Server Health A player could theoretically have excellent latency to a server that is experiencing simulation pressure. Likewise, a healthy server can still feel poor when the player's network route is unstable. Internal diagnostics should separate these conditions. 2. Server-Side Health Telemetry Potential internal metrics could include: Server simulation frame time. Tick/simulation stability. CPU utilization. Networking workload. Replication workload. Entity count. Physics workload. Packet-processing queues. Player count. Abnormal simulation overruns. 3. Server Quality Index The Server Browser could potentially expose a simplified quality indicator rather than overwhelming players with engineering statistics. For example: Excellent Good Degraded The underlying calculation could consider server and connection health without exposing sensitive infrastructure information. 4. Region Transparency The browser should clearly identify the hosting region. This would allow players to understand why one server has significantly different latency from another. 5. Persistent Match Flow If players decide to stay with a good-quality server after a round, the system should preserve that experience wherever practical. Avoiding unnecessary server reassignment can provide consistency for groups that already found a stable match. 6. Automatic Server Health Detection If telemetry detects severe server degradation, the backend could investigate whether that instance should stop accepting new players or eventually be recycled. The objective would be to prevent degraded instances from remaining in circulation for extended periods. Engineering Metrics Server simulation P95/P99. Server simulation overruns. Connection-quality distribution. Server CPU saturation frequency. Unexpected disconnect rate. Server instance failure rate. Abnormal match termination rate. Average session duration. Percentage of healthy versus degraded instances. Final Objective The Server Browser should become more than a server list. It could become part of Battlefield's reliability architecture. Players would gain clearer information before joining while developers gain better visibility into where server degradation occurs. This would help distinguish three different problems: client performance, network-path quality and server health. Treating those independently would make troubleshooting and optimization considerably more precise. A EA já confirmou que o Server Browser será testado e que o matchmaking continua sendo investigado, inclusive por partidas de ping alto.TÓPICO 2 — QoS Matchmaking
Título Battlefield 6 – QoS-Aware Matchmaking & Datacenter Selection Texto pronto para postar Technical Proposal: QoS-Aware Matchmaking and Datacenter Selection Matchmaking quality should not be evaluated by queue time or skill parameters alone. For a competitive multiplayer FPS, network quality is part of match quality. The Battlefield team has already acknowledged concerns involving players being placed into high-ping matches. For Season 5 and beyond, I would suggest evaluating a more network-aware matchmaking architecture. 1. Pre-Match Datacenter Measurements Before matchmaking completes, the client could periodically measure connectivity to available Battlefield regions. Rather than relying on a single ping measurement, several lightweight UDP samples could be collected. This would create a more realistic picture of the route between the player and each available region. 2. Measure More Than Average Ping The system should consider several network characteristics: Latency. Latency variation/jitter. Packet loss. Measurement stability. Regional availability. Recent connection history. A connection with 45ms latency but severe jitter may provide a worse gameplay experience than a stable 55ms connection. 3. Regional QoS Ranking Available datacenters could be ranked according to measured connection quality. Matchmaking would then attempt to place players in the best available region while balancing: Connection quality. Population. Party requirements. Match quality. Queue time. Game mode availability. 4. Controlled Fallback If the preferred region cannot produce a match, matchmaking could gradually expand its acceptable region or latency range. However, that fallback should be visible and measurable rather than silently placing a player into a dramatically worse connection. An optional message could indicate: “Expanding matchmaking region to reduce queue time.” This gives players transparency. 5. Party-Aware Network Evaluation Parties containing players from different geographic areas require special handling. The system could evaluate the combined QoS profile of all party members and select the region providing the best overall compromise instead of optimizing for only one member. 6. Persistent QoS History Short-term connection anomalies can distort a single measurement. Using a rolling history could allow matchmaking to distinguish between: A temporary spike. Persistent high latency. Unstable routing. Consistent packet loss. A recently degraded ISP route. Measurement EA/DICE could track: Assigned match latency P50 / P95 / P99. Percentage of players assigned outside their preferred region. Jitter distribution. Packet-loss distribution. Matchmaking fallback frequency. Queue time versus network-quality tradeoff. Disconnect rate per datacenter. Player retention after high-latency matches. Server Browser Integration The upcoming Server Browser creates another opportunity. Players could see clear network quality indicators before joining: Region. Ping. Connection-quality estimate. Potentially packet-loss or stability warnings where appropriate. Final Objective Battlefield should attempt to place a player not simply into an available server, but into the best realistically available network path. The objective is not zero latency. The objective is predictable, transparent and measurable network quality. For Battlefield 6, matchmaking quality and network quality should be treated as interconnected systems. A Microsoft multiplayer architecture example documents UDP QoS probes and using measured player latency to rank server regions, so this proposal is technically grounded without implying EA needs to use Microsoft's specific implementation. � A EA is currently investigating high-ping matchmaking and plans Server Browser work for Season 5.Battle royal tier 1 challenge
G'day everyone, I have just noticed after s4, the gauntlet and battle royal tier one challenges are all blacked out and cant be found neither used. Am wondering if anyone else is experiencing such a bug, if yes, have you found a workaround it to get it used on your profile for example !? Let me know.124Views2likes4Comments"Kicked for Inactivity"
PC, I can't even get into a match. Game acts like it's searching for a match, and the search progress bar gets a bout a quarter of the way out and then the entire application freezes. Less than a minute later I'm hit with "You were kicked for inactivity." This has been multiple days and multiple attemps at getting into a match a day. I've deactivated FRS in graphics and still can't get into a match. I've restarted my router, I've restarted my PC, I've cleared my cache, I've verified game files, I still can't get into a match. I can't get a hold of ANYONE at EA. This has only happened after they started requiring SecureBoot to play any of their content. Spent $60 on a game and I can't even play it.Enhancement Request: Implement Persistent Store Content of purchases! PLEASE!
I am here as a long time dedicated BF player, invested thousands of dollars over 15 years in purchases, content, coins, passes, seasons, etc. I fully believe EA and DICE absolutely nailed BF6 and love everything about it...EXCEPT! When I purchase store content, it is effectively gone in game. The package no longer is available or presented in the store for reference back to all the items I purchased. The 'new' item indicators have been unreliable at best. I have no way to look back at coin purchased content and to see all the items I own to update my loadouts. I am literally taking screenshots of the content to reference back to... this is a MAJOR miss/gap that I feel would be a fundamental core aspect for us players... especially now with Season 4 and all the feedback from players not seeing the content they purchased. There is no healthy way to audit the content I spent money on. @battlefield6 please please please implement persistent memory of purchased content within the store to reference back to. I do not understand why it becomes hidden or no longer viewable.