Quick answer: To play together across US, EU, and Asia, your squad needs to agree on one reference time (pick a "home" time zone or use UTC), convert your session time to everyone's local clock, and choose which server region gives the best combined ping and daily-reset timing. The two things that catch cross-region squads out are Daylight Saving Time (which shifts the offset for some members a few weeks a year) and forgetting that a "9 PM Friday" session can be Saturday morning for a teammate across the date line.
Lock in a session time everyone can read: Open BestSyncTime, add each squadmate's city, and the Overlap Dial shows the window where you're all actually online.
The core problem for a global squad
Playing with friends across continents runs into the same wall every distributed team hits: there's often no hour when everyone's comfortably free. A 9 PM session on the US East Coast is 2 AM in the UK and mid-morning the next day in Asia. Add school, work, and sleep, and the shared window can be genuinely tiny.
On top of the human scheduling problem, games layer two extra wrinkles that a work team doesn't have: server regions (which affect ping and who you're matched with) and daily reset times (which decide when timed content refreshes). Coordinating a cross-region squad means solving all three together.
Step 1: Agree on one reference time
The number one cause of a missed session is everyone reading "9 PM" in their own zone. Kill that ambiguity by agreeing on a single reference:
- - Pick a "home" zone - often wherever most of the squad lives - and always state session times in it. "Raid at 9 PM Eastern" is unambiguous; "raid at 9" is a guaranteed mix-up.
- - Or use UTC, which has the advantage of never shifting for daylight saving. "Session at 20:00 UTC" means the same absolute moment for everyone, forever.
Whichever you choose, state it the same way every time, and have each member convert it once to their own local time.
Step 2: Convert to everyone's local clock - and mind the date line
Once you have a reference time, each person translates it to their local clock. This is where a converter saves the squad, because the math gets tricky with Asia-Pacific members.
A session at 9:00 PM US Eastern (say, Friday) is: - 2:00 AM Saturday in the UK - 7:00 AM Saturday in India - 9:30 AM Saturday in Singapore - 11:00 AM Saturday in Sydney
Notice the day flips. For your Asian and Australian squadmates, a Friday-night US session is a Saturday-morning session. If you say "let's play Friday" without specifying the zone, half the squad shows up on the wrong day. Always pin both the time *and* the date to your reference zone.
Step 3: Pick the right server region
Server choice is a genuine trade-off for a mixed squad, because it affects ping (lag) for everyone:
- - Everyone connects to one region: simplest for grouping, but whoever is farthest from that server eats the highest ping. A US-hosted session means your Asian members play with noticeable lag, and vice versa.
- - Split the difference: for a US-EU-Asia squad, some games' EU servers offer the least-bad average ping, since Europe sits geographically between the other two. Not always, but often worth testing.
- - Match your content to the region: some games tie matchmaking, events, or economies to server region, so the "best ping" server isn't always the one where your progress or friends live.
Test ping to a few regions and weigh it against where your characters/accounts are and who you're trying to play with. There's rarely a perfect answer - you're minimizing total pain, just like with meeting times.
Step 4: Watch the daily reset times
Most games with daily or weekly content set their reset to a fixed time in the *server's* zone, not yours. This matters for a cross-region squad because:
- - A reset that's convenient for your US members might land in the middle of the night for your Asian members, changing when each of you can grab daily content together.
- - If you want to do daily/weekly content *as a group*, you need a session that falls after the reset for everyone involved - which, across regions, requires converting the reset time to each person's clock.
Check your game's reset time, convert it to each squadmate's local time, and plan group sessions around a window when the content is fresh for the people who need it.
Step 5: Account for Daylight Saving Time
Here's the sneaky one. If your squad spans regions that observe DST (US, Europe) and regions that don't (most of Asia), the offset between them shifts twice a year - and not on the same weekend, since the US and Europe change on different dates.
That means a session time locked in during summer can silently move by an hour for part of the squad in spring or autumn. If you use UTC as your reference, you're immune to this (UTC never changes); if you use a local "home" zone that observes DST, re-confirm your session times around the clock-change dates. In 2026, the US changes on March 8 and November 1; Europe on March 29 and October 25.
The bottom line
Coordinating a squad across US, EU, and Asia means solving three problems at once: finding a session time in a shared reference clock (and remembering the date flips across the line), picking a server region that balances everyone's ping, and timing group play around the game's reset in each person's local time. Lock in one reference time, convert it for everyone, and use UTC to sidestep the twice-a-year daylight-saving drift. Do that, and "let's all get online" stops being a scheduling disaster.
Get everyone online at once: Open BestSyncTime, add your whole squad, and drag the Overlap Dial to find the session window that works across all three regions.