@DoYaSeeMe wrote:
@ZkepzOf course it's the network.
Oh, and also:
Game designer - the developer that usually handles stuff like balancing.
Network Engineer - the developer that handles network stuff.
Completely different people / teams, work with completely different software/hardware, their shifts probably don't even match, their desks are not next to each other, they rarely attend the same meetings and can even be complete strangers in big companies. I don't see why a game designer should stop doing his work to allow a network engineer to do his or vice versa. It's completely pointless to prioritize between these two.
Buddy I'm a chief architect (and I got to this position by being a developer first), and I can see the difference between network stutter and server threading issues. I also designed and implemented games earlier in my life.
My gaming team consists of me with a Gb/s fiber, a buddy of mine only 30 mins away from me geographically with even faster fiber and a buddy in Africa with a horrible network connection. Network scales through the cloud they deploy to, they might have a bad egress configured but that would give different latency values as the latency is measured through actual server ping. My network ping is much lower then game ping to the same infrastructure (yes I did check the networking properly). When we game any one of us can get hit randomly by the same issue, it consistent in the way that its fully random and neither me nor the other members experience it more then the other, but when it hits its the same no change for the entire game. Yes it was in place the last weeks of season 11 too. Our buddy from Africa happens to get networking issues at times but they come and pass through one session and is often connected to how many teams close by and the intensity in the game you are in, which make sense as even off the shelf game engines scale networking intensity by proximity of players in a multiplayer setting.
We never had all on the team stutter or have network issues, and when it happens it lasts consistently for the entire game (that's not how networking works). This is consistent with a thread gone haywire, so everyone on the same upkeep thread is fu..... no wait lets find a better word.... unicorned up their purple fandingles 😉
A developer who tried make their own servers with proper threading knows its hard making it right and there is a myriad of reasons why a thread can get in a wrong state in a server, and a game server especially under high load is a high risk contender, you dont need to do much of a buhuu for this to happen. And my suspicions is they have a few error states that get an upkeep thread into bad state so the players on it get mooshed, makes perfect sense, I usually battle this issues in our own real-time servers each time we add new big features that affects the state engine