Eternal server lags / Let's raise the topic

At best I just want three people to connect to my server plus me and to keep the server up for any of my friends can join in and play at any time they want, same with me. I dont want to have 10+ people to hang around on my server building monuments of lag, my hardware doesnt allow it for me to host a server cuz that would be even more laggy than what it is now, I tried and failed. So my only option is to rent a server from a hosting service and be dependent on their hardware, thats why I decided to find atleast 3 servers on each hosting service to test this issue and compare it.
I can host a server by myself possibly in the future when I get the chance to upgrade my pc further.

I guess the only question for few players is the rental cost. It could be that you’ll spend more than a server would cost, depending on how long you play. That’s specific to circumstance.

Technically speaking rental cost is not that big of an issue. If the server allows it to save a backup of the server’s world on my pc then when people get bored of the game and dont play I just stop the rental after backing up the world. When me and my friends get into the mood again, re-rent the server and load up the backup. Rinse and repeat.
If this weird issue wasn’t present then I would be on my server most of my free time since currently I’m pretty addicted to the game.

The above words describe exactly what I was talking about. It doesn’t matter where the host is located and how good the machine and network speed are
 The game itself is very out of sync and this creates lags. We are waiting for a response from Funcom, so that it is in their best interests to increase the performance of the game on the server side so that players can relax and play)

Well considering how urgently Funcom is working on this issue, it will either be fixed on Chapter 3 of Age of War (I went into the beta client of chapter 3 and the issue was present there) or when the next thing that will be released once Age of War is done.

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