then you lose them in dozens, not just one
In fact, most networking hardware seems to have too much buffering, rather than too little, these days, which leads to all kinds of bad oscillation behavior. (Google "buffer bloat" for examples from the TCP world.)
you wouldn't want to play a game in such a setup anyway
You might not want to, but your users are quite likely to try. (And over a 3G mobile connection. And over satellite internet. And over tin-cans-with-string using a carrier pigeon back-up.)
Guess who they will blame when the game doesn't work? Unless you have a very clear meter for quality, and very clearly shows how the quality impacts the game working or not, they will blame you.