I have a hard time accepting that service providers should re-engineer their networks because other companies cannot properly engineer their abuse tooling.
On Tue, Sep 20, 2016 at 11:33 AM, Justin Wilson <li...@mtin.net> wrote: > PSN is one reason I am not a fan of CGNAT. All they see are tons of > connections from the same IP. This results in them banning folks. Due to > them being hacked so many times getting them to actually communicate is > almost impossible. My .02 is just get the gamers a true public if at all > possible. > > Justin Wilson > j...@mtin.net > > --- > http://www.mtin.net Owner/CEO > xISP Solutions- Consulting – Data Centers - Bandwidth > > http://www.midwest-ix.com COO/Chairman > Internet Exchange - Peering - Distributed Fabric > > > On Sep 20, 2016, at 8:24 AM, Danijel Starman <theghost...@gmail.com> > wrote: > > > > Something similar happened to a local FantasyConon I was helping set up, > we > > had only two PS4 machines there and accounts provided by Blizzard for > > Overwatch. Outside IP of the LAN (as it was NATed) was banned by PSN in > > about 8h. There was no other traffic other then those two accounts > playing > > Overwatch so my guess is that they have some too aggressive checks. I've > > managed to convince our ISP there to change the outside IP of the link so > > we got them working the next day but it happened again in 8h. > > > > -- > > *blap* > > > > On Fri, Sep 16, 2016 at 3:12 PM, Simon Lockhart <si...@slimey.org> > wrote: > > > >> All, > >> > >> We operate an access network with several hundred thousand users. > >> Increasingly > >> we're putting the users behind CGNAT in order to continue to give them > an > >> IPv4 > >> service (we're all dual-stack, so they all get public IPv6 too). Due to > the > >> demographic of our users, many of them are gamers. > >> > >> We're hitting a problem with PlayStationNetwork 'randomly' blocking some > >> of our > >> CGNAT outside addresses, because they claim to have received anomalous, > or > >> 'attack' traffic from that IP. This obviously causes problems for the > other > >> legitimate users who end up behind the same public IPv4 address. > >> > >> Despite numerous attempts to engage with PSN, they are unwilling to > give us > >> any additional information which would allow us to identify the 'rogue' > >> users > >> on our network, or to identify the 'unwanted' traffic so that we could > >> either > >> block it, or use it to identify the rogue users ourselves. > >> > >> Has anyone else come up against the problem, and/or have any > suggestions on > >> how best to resolve it? > >> > >> Many thanks in advance, > >> > >> Simon > >> > >> > > > >