[arin-ppml] inevitability of NAT?
This is largely the result of damage done by NAT. It's entirely possible that once we are on IPv6 (assuming that the gaming
companies ever catch up to this fact), we could see a return to that ability.
On Feb 10, 2011, at 6:47 AM, Scott Helms wrote:
> If you look further down you'll see that the OP's problem was bad firmware on a $12 router. Having said that there are some ports that are needed for voice chat which does seem to have a peer to peer component. I also run gaming servers for my own enjoyment (TF2 currently and many others in the past) and the days of hosting your own $fps_game server are generally past and very much outside of the public norm even for PC gaming. While you can do that the vast majority of the gaming hours today are spent on servers hosted by companies like Nuclear Fallot, Branzone, and a host of others. I do miss the days of Quake but home hosted game servers are a dying (but not completely dead) breed.
> On 2/9/2011 6:02 PM, Jack Bates wrote:
>> On 2/9/2011 4:53 PM, Scott Helms wrote:
>>> Playstation Network works, by design, flawlessly through NAT and is
>>> _not_ a peer to peer application. All traffic goes to the PSN servers
>>> and then to clients. Go2MyPC is designed for NAT and in fact one could
>>> argue that it wouldn't exist if NAT weren't wide spread.
>> Errr, are you sure?
>> "Re: nat 3 to nat 2
>> I tried all the router suggestions and still got nat 3. after much frustration I called my ISP. Do this. Ask if your IP address is private or public. My ISP sets u up as private. I had them change it to public...BINGO Nat 2. Hope this helps."
>> If you read above, it appears that his ISP ran NAT444 normally, which the PS3 categorizes as nat 3, which means he can't reach COD. Dude, customers MUST reach COD. :)
> Scott Helms
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