In UO, the difference between 50ms vs 250ms is incredibly great and there is no way a 250ms player can beat a low ping player. In modern MMO, wow for example, the difference is not as much. The same 250ms player has a fighting chance against a low ping player. Is SotA going to be like UO?
there is something to be said about that with a single persistent world. With instances also being handed of to a client (server/client) there may be some aspects that are new to us. For example if both clients have to synchronize or check in with the server, then perhapse if one person experiences latency then all of the people involved might have the same delay. Either way my hunch is that it won't be as much of a concern as it was in UO. Hopefully.
The way SotA architecture works is really different from all other online games. I really hope SotA can do this well. I really do not want to be at a great disadvantage just because I have a higher ping.