Internet technology is based on telephone connections and amps and repeaters cause latency as well as distance about 70% to 80% of c (speed of light) depending on the materials (metals, and dielectrics). Some call this constraint attenuation due to the geometry and rain is a material attenuation issue, like most other system materials. All systems follow these guidelines regardless of method. Any shift to a satellite is ~ 250 ms per bounce, not to bad for a friendly call, but murder for game play. The other problem is storage when units become bogged down they build up DATA in a queue, that will usually crash a game that is marginal on wait states. All that is just the "stuff" between us and its also not unusual for folks to underestimate the required bandwidth for their servers or have licensing issues, mostly you get connection problems and dropped calls/sessions.
The way ESO handled it was one massive US server and a high speed line to London, Bethesda may have others now. WoW has one of the most distributed systems and this was based on the early connectivity issues and the difficulty with licensing.
What is needed is an optimization routine that groups folks according to connection statistics and a compensation system for folks with poor connections that still enjoy their long distance friends. Also, having the game on a Host server like an MMO could help as a single point of reference to reproduce gameplay dynamics to each player.