Originally Posted by
Raninia
We don't have any current plans to change server locations, at least none that I'm aware of.
As other folks have pointed out, ping can be a bit of a red herring these days, as it's rarely the biggest factor when it comes to lag. It's certainly a contributing factor, and the further away you are from a server the more your performance degrades - if I remember my DevOps days correctly, that's not a linear relationship, but it's been like fifteen years so I could be wildly off for modern stuff.
Anyway, since our lag investigations and improvements got underway in earnest a few months ago, we've made some solid strides. We obviously have a long way to go - I had some pretty frustrating experiences myself playing on Gladden over the break - but we've got additional work coming for Update 32 that we're cautiously optimistic about.
- The 64-bit server work unfortunately didn't wrap up before end of year as we'd hoped, but we made good progress and we're still on it.
- One of the interesting historical artifacts with this game is it was built to assume more/most players were on dial-up. As we continued our archaeological excursions into our networking code, we identified some areas of improvement, some of which are in active testing right now, and assuming we don't find any massive issues we can't resolve, will go out with 32. This change may actually be on Bullroarer already, I'd have to check (it's behind the scenes, so there's not anything for players to test).
- The game also does some really inefficient queries, particularly on login, that affect not just your login experience but everyone else on the server (although others less so). We've found some improvements that should hopefully improve login times, but also lead to less halo for other players. This work is getting close and will enter testing soon as well.
So progress continues, and we're continuing to dedicate engineering to it in the future.