Long-lived MMORPG communities in Turkey (Metin2, Knight Online, Silkroad) are still active. In these games the proxy topic is discussed far less around in-game performance and far more around account management and tracking the game economy .
Game Traffic and Proxies
Most older-generation MMORPG clients use TCP — which is a different situation from modern FPS games. TCP traffic can technically be carried over SOCKS5; however, this increases latency and is against the terms of use of many games.
A proxy does not only increase latency, it also markedly increases jitter. In MMORPGs this is felt as teleporting and delayed hits.
Legitimate Use: Economy Tracking
These games have a large second-hand and item economy. For analysts who want to follow price changes through websites and forums, a proxy is a standard data collection tool. It works entirely on the web side, without touching the game client.
Because this pipeline runs entirely on the site side, it does not conflict with the game rules.
Account Security
IP consistency matters for players who manage several characters/accounts. Game providers may treat a large number of account logins from the same IP as "farming". In the same way, logins that constantly change country raise suspicion.
The items in red are not only a technical risk, they are a risk of losing the account.
In-game automation, bot use and account trading are against the terms of use of most games. This article explains network technology and legitimate data analysis methods; it does not endorse use that breaks game rules.
For data collection infrastructure, web scraping proxy, and for latency measurement the ping test and for address verification, Proxy Check pages.