Nothing SD could do on their hand except expecting the same improvements than us from the server provider.
That’s not a isolated issue and pretty much every server is affected by it. It is more visible on servers that are crowded over some long periods of time. From my experience, I’ve seen many situations on DB that are pretty much symptomatic of that issue.
It improved in the very last period of Nexon’s server management, so there’s seems to be solutions for it.
About performance, what it seems to do is obviously making the server not sending packets over some period of time. So when he’s sending them back again, it seems sending a pretty clonking result that could mess the client afterwards. Again, I noticed it not only on DB, and it gets worse with high players numbers servers. 16 is pretty small server for UE3 still…
And again, if the server does not reach the expected tickrate, it will amplify the issue. The server seems to make back some sort of delay.
The ideal conditions are having the server and all the clients sending and receiving packets at a steady rate.
Which is not the case right now here.
I’ve had the opportunity to rent servers from Simrai on chivalry, which were good enough to guarantee a 70hz tickrate. That lowered the degredation, and improved significantly the hitreg/packetloss/rollbacks/etc.
No secrets, just proper work on the server side. @ASD could you give some updates about your discuss with multiplay ? That’s one of the very reason why we did not rent a AIE server continuing the one SD gave us over a long period of time. Multiplay is not a provider I want to rent a server from because of that reason. On chivalry we had exactly the same issue and they gave us no hear and no help to solve that when we rented from them. I vocally expressed that issue to Shoe as soon as I understood that multiplay would be the sole provider, but, well…