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I’m sure the next post will be… of course you did all that. You’re just exploring other options…
Sure bud… sure bud… I believe you. But to say no one can claim the OP is lying… lol, have you ever been on the internet before or looked at the state of Steams Forums… 🤣 that’s a damn good joke.
Except I play with multiple people on three different continents... which changes quite often. Military background buds that are deployed all over the world. Get better internet or at the very least, make sure your current ISP isn't ripping you off.
BUT running the game via a dedicated server or p2p server in the US is fine as both eu and au player lands on just under 200 ping.
As OP also seem to do, we also play many other open world (survival) games with lots of bandwidth and never have an issue.
Heck, we played DayZ with pings just north of 300 with no issue.
If they get to this point with infrastructure, they should learn a page from Grounded which essentially shares a server save with each player logging in, as Grounded shares the same mission structure.
Sounds like the issue is solid reliable internet but maybe I’m being biased. Just a thought, usually there are numerous background apps using your internet however small, will ultimately cause issues if you ever seek to host. Ensure only what you want pulling bandwidth at that time is allowed. Maybe it’ll free up enough for you to host a little more freely.
No, the answer is in your own statement. US is in between so obviously the ping will be lower for me, my friend, OP and his friend.
We run minimal services on our rigs and play during low-peak periods for each end (early morning for me/late night for my friend).
A lot of players have these issues even at low pings (20-50).
It's a desync & lagspike issue that happens for some players that the developers are completely ignoring.
This has even happened for people playing in the same home, on the same internet, same router. That means they're basically playing in a LAN, (0 ping), and extremely reliable.
The developers are making a fully custom game engine game, with absolutely 0 experience in netcode it would seem.
To OP and fellows who share the same problem: I think people who don't have long-distance friends just won't understand. It's not just about high ping. High ping + something else have caused the issue. With hundreds of other games where only high ping was present, we didn't have such issue. Basic variable control.
PS: don't bother with a dedicated server, we've tried that and it's the same.
Meanwhile playing with 400ms in Palworld/Valheim is not a big deal just delays no freezing or rubberbanding.
Occasional lag bubbles for about MINUTE or more or less (while everything else is fine, other games fine.)
No acknowledgement from devs yet :(