Direct answer
Packet loss causes retransmissions, delayed interactions and disconnections. It is not the same as high MSPT, and a normal TPS reading cannot rule out a network problem.
How to check it
- Compare a directly connected player and a player joining through a proxy, if available. Note whether failures coincide with bursts of joins or backups.
- Use
/spark pingand/spark tpsto separate player RTT from server tick health. Ask a client to run an extended path test toward the public endpoint. - On Linux, inspect interface error/drop counters with
ip -s link. These counters are not proof of loss on the wider Internet route. - Check host firewall, DDoS filtering, NIC saturation, Wi-Fi and ISP congestion with the provider before adjusting server gameplay settings.
/spark ping
/spark tps
ip -s link
What to change
Fix the affected segment: wired client access, a faulty network interface, route/ISP problems, or an overloaded proxy link. Preserve firewall and DDoS protections while troubleshooting. Changing DNS normally will not fix packets that are being dropped after a connection is established.
Software and version notes
Application-level packet handling and proxy buffering can look similar to loss. Interpret traceroute cautiously; intermediate routers may rate-limit probes without dropping actual Minecraft traffic.
Verify the result
Repeat tests from affected and unaffected networks and compare loss, RTT variation and disconnect frequency under similar player load.