Blizzard Issues an Apology for Diablo III Server Problems

Blizzard has issued an apology to all the players all over the world that suffered through trying to log onto to play Diablo III over the last few days. The company says that they have been humbled by players and by the gargantuan task of trying to keep servers up and running as millions of people (many in vain) attempted to play the game. As of now, they say everything is stable and players should have no problems logging in.

One thing players that were waiting to use the real money auction system later this month should take particular note of: the launch date for it has been pushed back to May 22.

Blizzard's full apology can be found below:

Diablo Players:

We'd like to extend a very sincere thank you to everyone who joined the global Diablo III launch celebrations this week, as well as to everyone who was ready to jump into Sanctuary the moment the game went live.

To that end, we'd also like to say that we've been humbled by your enthusiasm – and we sincerely regret that your crusade to bring down the Lord of Terror was thwarted not by mobs of demons, but by mortal infrastructure. As many of you are aware, technical issues occurring within hours after the game's launch led to players experiencing error messages and difficulty logging in. These issues cropped up again last night for the Americas and Europe servers. Despite very aggressive projections, our preparations for the launch of the game did not go far enough.

We've been monitoring the game 24/7 and have applied several optimizations to help our systems better weather the global rush. As of late last night, specifically 11:50 PM PDT on May 15, all systems have been online and running relatively smoothly. We're continuing to monitor performance globally and will be taking further measures as needed to ensure a positive experience for everyone. This includes some maintenance to implement additional improvements for each region.

In order to make sure everything is continuing to run as it should, we've decided to move out our target launch for the real-money auction house beyond our original estimated date of May 22. We'll post further updates on that in the near future.

Aside from the tremendous number of players simultaneously logging in to the game, one of the launch-day service issues was linked to the achievement system. Some players began to notice early on that achievements were either not being earned properly, or not being saved between multiple logins. We're investigating this issue and will provide a specific update as soon as possible.

We greatly appreciate everyone's support, and we want to sincerely apologize for the difficulties many of you encountered on day one. Please visit the Support site or Support forums for the latest service-related updates or for help in troubleshooting any technical issues you may be having downloading, installing, or while playing the game.

Thank you again for your patience while we reinforce the gates of Sanctuary and further strengthen it for your onslaught.

Blizzard Entertainment

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  1. 0
    olstar18 says:

    The way I understand it the always online bit was at least partially to keep the item programming server side to prevent fake items from flooding the cash ah. For all I know that could have just been them blowin smoke but since I can not disprove it outright its a possibility.

  2. 0
    locopuyo says:

    They could offer an offline single player mode where you can play single player and never bring your character online or use the marketplace with that character so they don't have to worry about all the cheating and everything.

    But you know people would complain about not being able to take their offline character online later on or be able to use the marketplace no matter how clear they make the distinction.  The world revolves around stupid people. 

  3. 0
    GoodRobotUs says:

    Gets my vote as well, that seems to be the centre of the problem.

    The ironic part is that if the Single-Player version hadn't needed that connection, then the odds are the server-based problems would only have been a tiny fraction of what they currently are.

  4. 0
    Lisa Pham says:

    **"Some players began to notice early on that achievements were either not being earned properly, or not being saved between multiple logins. We're investigating this issue and will provide a specific update as soon as possible."

    Seriously, that is the only excusable issue they should have had… some things can't be properly predicted in advance (not without the heavy hits), but the server issues were avoidable if they forcasted correctly then X it by 2. It's better to spend more on servers that might not be needed than to piss off thousands of your customers. Then after a week or two after the release they'd have the numbers they need to know how many servers are realistically needed to handle the load.

    Although as I've said before and others in here have already mentioned… If they had the offline option for single player mode, then they may not have had as many issues on Launch day. It would have had less needing to be always online which would have been less stress on the servers.

    But with the online activation and needing an account (if they didn't already have one) requirements, they would still have had issues if they didn't have enough servers ready to handle that load either.

    So, it still boils down to not being prepared for the large amount of hits they got on launch day.


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