I do fully understand that. But as far as my personal experience goes, I’ve seen those happening in every single UE3 games I’ve played extensively : More than 500 hours on Tribes Ascend and over 1200 on chivalry mediaval warfare where I managed one of the most crowded west-European community servers for more than 2 years. And those two games were subjects of the exact same symptoms when servers were going nuts, with totally different third party systems gravitating around the UE3 engine.
At the start of chivalry mediaval warfare, “official” community servers (which could be set to save global XP in the game), were only available from multiplay. We could have servers binaries for non XP saving servers in the meantime. At some point, most of the active communities came to the point that multiplay provided utter shit quality of service. We’ve ran all the same garbage @ASD has been put through 5 years ago by multiplay, with no tangible results coming from them. Some of the communities started to rent from random server hosting service with far better results. The massive difference was that they were renting an actual hardware server, not just a virtual machine, we could actually restart properly and set the best way we could. At that point Thorn Banner broke the deal off and we finally could rent official servers outside of multiplay.
UE3 netcode does not like high pingers and packetloss. It overloads server memory (one of my clan mate held a server with his own fibre cable broadband, at some point, he got most his RAM usage filled with the UE3 binary for No reason, and forced him to restart the computer). On top of that, the tickrate setting has to be met by the server, even fully crowded, otherwise it will have more or less the same consequences. None of that is currently met by multiplay servers, it never did. It’s not new, 8vs8 always had shittier hitreg than 5vs5 ones. On top of that, we have actually no hands on servers parameters, which could potentially give a handy help on those issues. Yes, it has consequences : you have to choose your playing conditions and limit your attendance : in chivalry, a nicely set server was literally unplayable for somebody with more than 100 ms ping, thus limiting a France hosted server up to Poland and Scandinavian countries.