Dual-stack IPv6 support for the EVE client, launcher, and web services

The idea

I’d like to see EVE Online support IPv6 connectivity, ideally as dual-stack (IPv4 and IPv6 side by side) so nobody loses anything. This would cover the game client’s connection to the server, the launcher and patching/download infrastructure, and the web-facing services (SSO, ESI, the forums, and so on).

Why it matters

  • Some players are IPv6-only or IPv6-primary. Many ISPs, mobile carriers, and regions now use CGNAT for IPv4 or deploy IPv6-first networks (e.g. DS-Lite, 464XLAT). Those players can end up with extra NAT layers, higher latency, or trouble connecting.
  • CGNAT causes real problems. Shared IPv4 addresses can lead to connection instability, and multiple players behind one address can trip rate limits or abuse protections. IPv6 avoids this because each user has their own address space.
  • Better routing for some users. IPv6 paths can sometimes be shorter or less congested than the equivalent IPv4 path, which matters in a game where latency and connection stability can decide a fight.
  • Future-proofing. IPv4 addresses are scarce and increasingly expensive. Adding IPv6 support now avoids a rushed migration later.
  • Third-party tools. Many players rely on tools that talk to ESI and other services, and some run them from IPv6-only hosts or home networks.

Suggested approach

  1. Start with web services and the launcher/patcher. Publishing AAAA records for the CDN, SSO, and ESI endpoints is typically the lowest-risk first step and helps IPv6-only users at least patch and log in.
  2. Then dual-stack the game client connection. Let the client try both protocols (Happy Eyeballs style, RFC 8305) and fall back to IPv4 quickly if IPv6 fails.
  3. Roll out gradually. An opt-in setting or a test-server phase (Singularity) would let CCP and the community catch edge cases before it goes live on Tranquility.
  4. Review IP-based systems. Anything keyed on IPv4 addresses, such as rate limiting, ban and abuse detection, and multibox or account-sharing checks, would need to handle IPv6 (typically by treating a /64 as roughly one “user”).

Open questions for the community and CCP

  • Has anyone run into connection problems specifically because of CGNAT or an IPv6-only network?
  • Are there technical constraints in the current server or proxy architecture that make this harder than it looks?
  • Would people prefer an opt-in toggle in the launcher or automatic dual-stack?

I’d love to hear from players with networking experience about pitfalls I’ve missed, and from anyone affected by this. Thanks for reading!