Entering another area or dungeon means handing the character’s data to another server, and that handoff can be slow or fail.
Why Entering a dungeon or traveling to another continent changes which server is responsible → Effect Save → transfer → load, with a wait if the target server is busy or has no free dungeon instance → On screen Long loading screens, failed entry, disconnects mid-transfer
Primary owner Game team (Server development) · Also Infra team (Server infrastructure)
Game team action items
Shrink the transferred data, reserve the target server in advance, send the player back to where they were if the transfer fails.
Infra team action items
Monitor free instance headroom on dungeon and zone servers, add servers before peak hours.
On the graph
Rises with load · Zone transfer duration and failure count
Where to look
Server-side timing for each transfer stage (save, transfer, load) and failure reasons, plus player count and free instance count on the target server
Confirmed if
At the times long loading or failed entry is reported, transfer time rises or failures cluster, and the target server is crowded or out of free instances
Ruled out if
The transfer finishes quickly but the game freezes after arrival: points to a spawn burst when entering a crowded area, or client-side loading
Check with
Game server or client logs and metrics
Learn more
Seamless worlds without loading screens also switch the responsible server when you cross a server boundary. Near the boundary you may see a brief hitch or rubber-banding.