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Our setup is considered server authoritve. What that means is that when you press a key that key press is sent to the server, the server simulates the game state, and then sends back to you the state of the game. Your client then renders the scene. So if there is any issue in the network between you and the server it will be experienced as lag. An issue with the connection could be anything. It could be between your computer and your router, it could be between your router and your internet providers first hop, it could be somewhere between your internet provider and the servers connection, it could be at the servers network provider. There are so many potential causes. The reason we went with this setup is that having a browser be able to play a game (especially a battle royale game with the size of map of Fortnite) takes a lot of processing power. If we had to simulate collision detection/game state on the client it will take more than a browser could handle. There are also anti-cheating reasons to have a server authoritive setup.
Some other games have a client server setup. What that means is that you press a key and the client simulates the game so you move instantly. You do not feel any pauses when their is packet loss. It still impacts the game (usually in hit registration, or getting killed behind cover/corners) but it is less obvious to the player. So it does not mean other games have better network connections it is just that they do a better job of hiding when those problems occur. A client server setup puts more strain on the client (not good for a game that also runs on a browser) and makes the game more vulnerable to hacks like speed hacking and other manipulation of the client data.
The good news is that we have updates in the pipeline that will make the game less sensitive to network issues between the player and the server. These changes will feel similar to how a client server game plays. These changes are not easy so they will take some time to implement but we are well on our way with them. We currently have the changes implemented and we are testing them over high ping/high packet loss connections. Once we have ironed it out and verified it is performing well we need to test it/implement it on all the levels. Once we have done that we can release it to the public. This process will probably take 4-8 weeks. So it will not be an instant fix but we are working hard on it and it will come.