I have a 50-60ms ping to the server, and I still have issues with this. Oddly, it seems to be much worse in instances than in the open world.
I have a 50-60ms ping to the server, and I still have issues with this. Oddly, it seems to be much worse in instances than in the open world.
Not sure if anyone anywhere mentioned it but your GPU can be the problem. You might have a diesel internet connection but if your rig's GPU can't process the game it'll make it seem like there's lag.
Specific example: My girlfriend and I play in the same room. I have a 460 and she was running a so-so 5750 (or something close to that). She would be out of range on her screen and then get drilled by some moves. The next day I went out and upgraded her GPU and not a single problem.
The telltale sign of lag is a sliding corpse. If people don't see your corpse slide then it isn't lag from the servers but rather personal hardware limitations (provided that it isn't you yourself).
If you're having issues please post your setup.
P.S. - Yes, I know it sucks to hear that you might have to upgrade your hardware but that's just the life of a PC gamer, sadly.
Last edited by Yves; 09-15-2013 at 04:33 PM.
just poping in to express my support and say i wont be subscribing if this is not fixed.
Happens to me frequently on many fights, even on just trash. I'll get totally out of the way and I'll be standing and attacking then I'm hit by the mechanic I know I got out of.
Then of course comes the ridicule and ragers, etc. If the whole game is gonna be like this on top of the insane grind for Darklight gear....yeah I'll just wait for a new MMO to come out that actually does the "Action" portion correctly.
Lol and I thought WoW PvP is a joke. I really can't see any skillful PvP in a laggy environment. Juking and interupting CC will probably involve quite a lot of prayer on both parties.
Where about's do you live (what latency do you get), I would love to see you fight Titan on someone's set up that is experiencing these problems then we could all ridicule and laugh at you for being a bad player also.
Assuming you play ARC as your main, you don't even have darklight according to, http://eu.finalfantasyxiv.com/lodest...acter/1332154/, something tells me your full of hot air.
Last edited by Jinko; 09-15-2013 at 07:13 PM.
For the people saying the Titan AOE cant be dodged, i have said this in almost every thread. the issue is with the ISP not the game, i have played with people suffering from the AOE and cant dodge no matter what they do and as soon as they use Battleping (tunneling system) they can dodge the AOEs fine with no issues. btw no am not in us i live in middle east and our latency is higher than Europe.
Pathetic white knight.Where about's do you live (what latency do you get), I would love to see you fight Titan on someone's set up that is experiencing these problems then we could all ridicule and laugh at you for being a bad player also.
Assuming you play ARC as your main, you don't even have darklight according to, http://eu.finalfantasyxiv.com/lodest...acter/1332154/, something tells me your full of hot air.
From Yoshi's post in the beta forums we know that the client sends the position updates to the server 0.3 seconds apart.
Let's see how this works in an AoE with a 1 second cast time. I'll say we have 50ms latency. Human reaction time is about 215ms.
TIME
0.000 Server starts casting the AoE
0.050 Client receives cast beginning and shows red AoE indicator
0.265 Human reaction time - the player begins to move now
...
0.660 Client sends position - the player has been moving for 0.395s
0.710 Server receives postion - still in AoE
0.750 Player leaves AoE area on the client
0.960 Client sends position (0.3 second later)
1.000 Server finishes cast and checks position - player is in the AoE at 0.660, so it's a hit
1.010 Server receives postion from 0.960 - out of AoE before cast finished but it's too late now
1.050 Client receives cast finish and shows the player taking the damage
Note that the time you have to run out of the red circle is 0.395s - a lot less than 1 second.
I haven't allowed any time for client and server processing, any extra time here makes the situation worse.
Now lets see what happens when you have 150ms latency.
TIME
0.000 Server starts casting the AoE
0.150 Client receives cast beginning and shows red AoE indicator
0.365 Human reaction time - the player begins to move now
...
0.560 Client sends position - the player has been moving for 0.195s
0.710 Server receives postion - still in AoE
0.850 Player leaves AoE area on the client
0.860 Client sends position (0.3 second later)
1.000 Server finishes cast and checks position - player is in the AoE at 0.560, so it's a hit
1.010 Server receives postion from 0.860 - out of AoE before cast finished but it's too late now
1.150 Client receives cast finish and shows the player taking the damage
Now the time you have to run out of the red circle is 0.195s - less than half what you had at 50ms latency.
Last edited by Silverwalk; 09-15-2013 at 10:11 PM. Reason: Corrected to 0.3s
How well does testing a players reaction speed work for making the game hard?
Say the server is perfect and predicts where the player is when the AoE cast finishes so the 0.3s update does not matter anymore.
You're playing with 50ms latency. Human reaction time is about 215ms.
The AoE is cast at the players feet and is big enough that it takes 0.700s to reach safety after you start moving.
TIME
0.000 Server starts casting the AoE
0.050 Client receives cast beginning and shows red AoE indicator
0.265 Human reaction time - the player begins to move now
...
0.965 Player leaves AoE area on the client
1.000 Server finishes cast and checks predicted position - player is in the clear
1.050 Client receives cast finish and shows the player is OK
Now what happens if we have 150ms latency
TIME
0.000 Server starts casting the AoE
0.150 Client receives cast beginning and shows red AoE indicator
0.365 Human reaction time - the player begins to move now
...
1.000 Server finishes cast and checks predicted position - player is in the AoE, so it's a hit
1.065 Player leaves AoE area on the client
1.150 Client receives cast finish and shows the player taking the damage
There is the problem. If the game is tuned to make it hard for a player with 50ms latency it is impossible for the same player with higher latency!
So using reaction time to measure a players skill can never work unless all the players have the same latency.
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