Board Thread:Game Discussion/@comment-37787052-20191120112540/@comment-37787052-20191126074512

J0HND03 wrote: Ok, it's in fact an IPv6 problem. I'm playing over WiFi on a VDSL-connection with native Dual Stack (i.e. not that Dual Stack Lite-crap that a lot of providers use these days who didn't buy enough IPv4 addresses for their customers). As I wrote above, since the recent server maintainance a cloud save attempt on all of my devices at first reproducibly throws an error message after a few seconds, but 'recovers' to a successful save if you just let it sit for a few minutes without doing anything. I therefore assume that the game tries to connect to the cloud servers via IPv6 at first, and if that doesn't work falls back to IPv4 after a timeout period. And in fact, if I disable IPv6 on my router (as on Android it can only be disabled for mobile, but not for WiFi connections), the cloud save process completes as quickly as before the server maintainance, and if I re-enable it, it reproducibly shows the behavior described above again.

This could also explain why cloud saving doesn't work on some LTE-connections at all, as some mobile providers use an IPv6-only LTE infrastructure. This can be verified by checking the advanced settings under the phone's mobile connection settings: If it says IPv4, it should work, with IPv6 it probably doesn't work at all and if it says 'both' or 'IPv4/6' you'll get the same behaviour as on my connection (which also applies to anyone else playing via WiFi on a Dual Stack connection of course).

In conclusion I would bet a significant sum of money that with the recent 'server maintainance' the FireMonkeys in fact switched to another cloud hoster who either hasn't implemented IPv6 at all or whose IPv6-routing is botched so that it can't be reached from a fraction of the Internet at least (as I'm from Germany). I think you nailed it. And I think that would also explain why when I use a VPN it all works great. including Ghosts in WTTT.