Topic: latency calculations and lost packets
All these thoughts are based completely on gaming experience and no code review has happened yet.
It seems like packets lost as a result of heavily loaded network (which can't be avoided with torrents running at maximum speed available) have an effect on calculation of latency and, thus, trajectory prediction. Like a total time spent resending (maybe multiple times) a packet is put into concern for latency value.
Is this a true? This may be the thing that makes teeworlds hard to play on heavy loaded network (for me).