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LCK turned into a 6-hour marathon due to network issues

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On what was supposed to be a traditional broadcast day for the LCK Spring Split, teams and fans encountered never-ending issues, lasting more than 6 hours.

LCK encounters network issues in Spring Split

Image Credit: League of Legends Champions Korea

LCK encounters a streak of pauses and network issues

Everything started during the first game between DRX and DK. The first pause was reported as a ping issue, which ended up lasting 10 minutes. Pauses are not that rare in official games, but while most broadcasts would just have a few problems here and there, things went south quickly. The second pause happened less than 10 minutes later, lasting for another 20 minutes. But the first big moment was the third one, lasting nearly 40 minutes. Just the first match alone took the two teams more than 2 hours.

While some hoped that was going to be the end of it, they were unluckily proven wrong. Just a few minutes into the second game, the network and ping issues struck again, interrupting the game for another 2:30 hours.

Riot Korea considered postponing the entire day, but the series went on, ending at 21:45 KST when the planned cut-off was 19:30 KST.

The second match was postponed

With the first match of the schedule ending that late, the LCK decided to postpone the second match between BRO and KDF: the date will be decided by following the official rulebook. Ticket holders will be refunded and will be able to attend the rescheduled matches if they wish to take part.

Regarding the issues encountered, the organizers also made a public announcement, stating that the issue was described as “chronic ping”, an issue that was returning consistently during the game. According to Journalist Ashley Kang, the LCK PR team confirmed that the game was being played on an internal network, so it’s unclear why these issues were happening. As we wait for more information, this means that the LCK will likely have a slightly revised calendar in the following weeks.

 

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