TEKKEN 7

TEKKEN 7

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kobalt Mar 11, 2019 @ 9:28pm
I need to use a VPN because strict NAT, but...
...the game won't allow me to go into online mode. And of course, my trash ISP uses CGNAT so I have problems finding matches in anything that involves P2P like Blazblue or Guilty Gear, too. Is there anything I can do so Tekken would allow me to use a VPN in online mode? I'm using OpenVPN
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Showing 1-11 of 11 comments
kobalt Mar 13, 2019 @ 3:44pm 
bump
Razzle Mar 14, 2019 @ 1:44am 
You can't port forward?
kobalt Mar 14, 2019 @ 7:31am 
Nah, CGNAT blocks everything. Hell, Can you see me[canyouseeme.org] says even port 80 is blocked
Goofy Oomfie Mar 14, 2019 @ 11:54am 
I'm not familiarised with CGNAT but judging by its structure it doesn't seem to me like it should be a problem. Even though these games use P2P, you don't need to forward ports to play them. The reason this is possible is because of hole punching, which is a NAT traversal technique in which a server creates a connection with both peers then send the connection data to the opposite peer. This should still apply in CGNAT since it has to create an entire route for that peer to server connection.
As for the VPN, you should not play fighting games through a VPN. Fighting games are extremely sensitive to lag and putting an additional middle man will add a latency overhead.

Originally posted by Kobalt:
Nah, CGNAT blocks everything. Hell, Can you see me[canyouseeme.org] says even port 80 is blocked
Your port 80 should never be open to the internet unless you are willingly hosting an HTTP service.
Amig0 Mar 14, 2019 @ 2:27pm 
Not familiar with how other ISPs work but in my case I had to call them and they changed my NAT to moderate and now I can play without any issues. Maybe you can do the same?
Last edited by Amig0; Mar 14, 2019 @ 2:27pm
kobalt Mar 14, 2019 @ 3:06pm 
@Herzenswärme I don't know, man, this thing blocks everything. I can't even play anything with this friend that uses this same ISP, only if it's on a game with a dedicated server, because trying P2P with him is a lost cause. So far I've only got one online match at Tekken and the guy probably lived really far from where I am because it had like 8f of delay. I tried VPN out of desperation but I noticed how it added some spikes during netplay in other games. God, this is tiresome

@Amig0 I contacted them once and asked them for, but they said the only thing they could do for me was to give me a public IP, which didn't help me with anything. Frankly, I'm trying everything I can before jumping ship to make sure I'm not left on the bad side of the deal if I change for another ISP
Amig0 Mar 14, 2019 @ 3:08pm 
Weird how an ISP from a 3rd world nation like mine has better customer support than yours. I would try a different ISP and ask them about Moderate NAT before making a contract.
Goofy Oomfie Mar 14, 2019 @ 4:35pm 
Originally posted by Kobalt:
@Herzenswärme I don't know, man, this thing blocks everything. I can't even play anything with this friend that uses this same ISP, only if it's on a game with a dedicated server, because trying P2P with him is a lost cause. So far I've only got one online match at Tekken and the guy probably lived really far from where I am because it had like 8f of delay. I tried VPN out of desperation but I noticed how it added some spikes during netplay in other games. God, this is tiresome
The problem with NATs isn't really that they block stuff per say. NAT as there to prevent the exhaustion of the IPv4 range of IPs available, putting multiple systems under the same IP. To allow communication the NAT server creates an association between one of its ports with one of the ports of the contacted machine. Forwarding ports would be telling the NAT server that n port on the server has to redirect to the m port on your machine. Without that, you need to connect to some server that allows connections. When 2 users are behind a NAT during a P2P transmission, they just don't have a port in the other NAT that will lead them to the computer they want to communicate with.
With hole punching, what is done is that you connect to a server first so a temporal association is done, and then use that for the P2P communication. In CGNAT it should be the same, as the 2 layers of NAT will have to create a route from the most external NAT server up to your machine. So in that regard it should be working.
The Steam networking library is known to use NAT-punching as it is stated in the documentation.
What I don't know is whether or not every game uses it, but I assume they do because I have never forwarded a port for Steam games. Maybe there's some kind of configuration applied by your ISP preventing hole punching? I don't know. Sorry, love.
poop Mar 14, 2019 @ 4:39pm 
Originally posted by Herzenswärme:
...

Hey do you have uPnP on by chance?
Goofy Oomfie Mar 14, 2019 @ 4:40pm 
Originally posted by poop:
Originally posted by Herzenswärme:
...

Hey do you have uPnP on by chance?
I've always had it disabled.
kobalt Mar 14, 2019 @ 9:41pm 
Originally posted by Amig0:
Weird how an ISP from a 3rd world nation like mine has better customer support than yours. I would try a different ISP and ask them about Moderate NAT before making a contract.
hahaha I'm a fellow 3rd worlder too. I'll search for other ISPs around the area and be very sure I'm not behind strict NAT this time



Originally posted by Herzenswärme:
...
Most people I talked to didn't know what was going on with this NAT type either, and the closest I've ever got of playing my fighting games online was with VPN. Appreciate your help
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Date Posted: Mar 11, 2019 @ 9:28pm
Posts: 11