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  1. #321
    Player
    TheRac25's Avatar
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    Apr 2011
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    415
    Character
    Krell Ynjynor
    World
    Excalibur
    Main Class
    Fisher Lv 50
    Quote Originally Posted by shinkicker View Post
    Where do you see your ping btw? I know where the 'traffic' meter is, but that doesn't really tell me what I want to know since it fluctuates all over the shop.
    i use tcpveiw from microsoft to find the ip the game is connected to
    199.91.189.43 is the ip im connecting to to be on excalibur from there i ping 199.91.189.43 -t on a command line
    (0)

  2. #322
    Player
    TheRac25's Avatar
    Join Date
    Apr 2011
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    415
    Character
    Krell Ynjynor
    World
    Excalibur
    Main Class
    Fisher Lv 50
    Quote Originally Posted by Silverwalk View Post
    In Windows 7 right click the task bar at the bottom, select Start Task Manager

    In the Performance tab click the Resource Monitor button.

    In the resource monitor select the Network tab

    Look for ffxiv in the TCP connections list

    The Latency column shows the ping time



    hehehe so true.
    i didnt know that mine shows 180 and ping shows 130 ><
    (0)

  3. #323
    Player
    shinkicker's Avatar
    Join Date
    Sep 2013
    Posts
    7
    Character
    Selina As'tarte
    World
    Brynhildr
    Main Class
    Conjurer Lv 19
    Cool thanks.



    http://www.humanbenchmark.com/tests/reactiontime/

    My average best is 250ms, getting slow in my old age clearly.


    seems my in game ping is ~340-350 according to the resource monitor, so.. what's that really, 5-600ms with this server delay thingy? Pretty sure I got better on dial-up when I played EQ.
    (2)
    Last edited by shinkicker; 09-19-2013 at 12:52 PM.

  4. #324
    Player
    Silverwalk's Avatar
    Join Date
    Jun 2011
    Posts
    111
    Character
    Silver Darkmoon
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Total Tries: 5
    Average: 209.8

    And I'm still not fast enough for this game - playing with 250ms ping time

    Quote Originally Posted by shinkicker View Post
    seems my in game ping is ~340-350 according to the resource monitor, so.. what's that really, 5-600ms with this server delay thingy? Pretty sure I got better on dial-up when I played EQ.
    You have to be clear of AoE's by:
    your ping time + 300ms (worst case) + 500ms server lag

    So you need to be clear before the enemy cast bar completes by just under one second. If your ping time is around 30ms then it drops to around 800ms.

    Sorry for the long post but I wanted to quote Yoshi's post from the beta forums and those forums are gone.

    The Business Challenge of an MMO

    With each passing year, it becomes increasingly difficult to release a large-scale MMO. The rush following Ultima Online and Everquest reached its peak with Blizzard's World of Warcraft. That's not to say WoW started off without criticism. When it first released, there were many complaints about the simplicity of quests, that there was a lack of adventure. There two factions were poorly balanced in PvP, and general impressions would lead one to believe the game was no fun. Looking at WoW now, it's almost unimaginable.

    However, instead of giving up, Blizzard switched their plans to be more user/community-centric from their second year of operation on, and became dominant by increasing the new MMORPG users through supplementation of thick scenarios, quest lines, and end-game content. WoW didn’t become what it is today by acquiring all of the existing MMORPG players at the time, they became what they are today as the result of breaking into new territory and as a result of that secured all of the existing MMORPG players.

    Instead of choosing sides, they persisted and made it attractive to both groups, and began expanding with a focus on Blizzard fans. While the scale is slightly different, FFXI was more than likely in the same boat 11 years ago. Blizzard has been quoted saying that “MMORPGs are a service industry.” This was a tremendous shock to Blizzard fans at that time when Blizzard who possesses such great confidence in their game design said this.

    Moving forward to 2013, their user numbers are continuing to fall; however, World of Warcraft reigning as the absolute king of the MMORPG industry has not changed. We arrived to where we are currently with the MMORPG rush during 2007 as well as the additional large scale rush of last year.

    There are 3 main difficulties for launching an MMO.
    Content volume
    High-quality user interface
    New and unique elements

    To overcome these 3 difficulties and launch a game is by no means an easy matter. Amongst the large number of MMORPGs that are trying to launch, there are many cases where their content volume is compared to other MMORPGs who have been running for a long time, and end up suffering immensely. Additionally, the impressions of the beginning of the game between the gamer and the new MMORPG player that I mentioned before are as different as night and day. With this, it’s uniqueness that largely increases the difficulty.
    I want to target MMORPG gamers as much as possible
    I want to acquire as many new players as possible

    Recent MMORPGs are beginning to shift to a more action based game; however, I personally feel that this is one element that acts as a reverse effect for MMORPGs that are striving to operate for a long time with a subscription-based model (This is separate from cases where you are shortening the lifecycle for a single MMORPG user. In that case it is correct.). As I mentioned previously, the road blocks on the way to getting used to an MMORPG are too high and adding action elements into the mix, while definitely exciting, makes it extremely difficult for the common player to repeat these battles everyday for hundreds of hours.

    Furthermore, it becomes difficult to churn out battle content from a balance perspective, and as a result content volume is affected. Due to this, a more fitting business model would be the free-to-play model which allows for retention of the game through low estimations of total play time, a higher churn rate of new players, and the average spending per customer (also known as microtransactions).

    As a numbered title in the FINAL FANTASY series, we are striving to make FINAL FANTASY XIV: A Realm Reborn a game that operates steadily for a long time, and one where we provide a steady flow of updates and content to you all. With that said, when we made the decision to build A Realm Reborn from the ground up while working on updates for 1.0, the first thing we decided was to eliminate action elements as best as possible.

    With the advent of stronger internet connections, recent MMORPGs have come to be able to have defensive and evasive skills similar to offline stand alone games. Despite this, I feel that this does not fit with our customers who play FINAL FANTASY online, and I would like to have everyone play this game steadily for as long of a time as possible, which is why we’ve eliminated action elements to the best of our ability.

    With these goals in mind we have built the content and the battle system.
    Visually noticeable AoE attacks that you can avoid by moving
    A system where you can boost damage by attacking from certain positions
    Freedom to put things together by executing skills that follow a specific route
    Being able to fixate on dealing the most damage while giving consideration to TP/MP costs in the end-game.
    Jump not being essential for clearing content

    While it might be thought of as simplistic, the end-game after reaching the level cap is where a good deal of player skill differences will start to appear, especially when adding equipment into the mix. We started designing this game by making the first goal of FINAL FANTASY XIV: A Realm Reborn having everyone enjoy this aspect.

    This is the reason why there are no action elements in FFXIV content and battle. While I’m repeating myself, just like FFXI was trying to show FINAL FANTASY users the excitement of MMORPGs at that time, we would like to show players of the current time period the excitement of MMORPGs once again through FFXIV. Showing that it’s possible to play and enjoy it by spending time, without rushing, at their own pace.

    A fetch-quest game vs. a game with clear purpose
    Now then, FINAL FANTASY XIV: A Realm Reborn has adopted the quest form game design that was established by World of Warcraft. However, even since the old days of RPGs there have been small stories from towns that when cleared lead into larger stories, and this isn’t just related to WoW.

    On the other hand, the world of an MMORPG is vast and is not like a regular game where you simply pass through and move on. As there are multiple classes and jobs, having players adventure through the entire world would result in a gigantic number of quests. Of course there are people who don’t want to read quest text and want to be able to finish them with a single click, so after WoW there have been many discussions on this topic.

    However, without a pile of quests, it’s not possible to have players learn about the world, and there are ton of benefits for having these so users can play the game with a sense of progression.

    In order to make it so FINAL FANTASY XIV: A Realm Reborn does not just become a fetch quest game we decided to add some variety and flavor. Of course, we’ve created a really large story since this is a new FINAL FANTASY title after all. However, for the so-called side-quests that have been spread along the main questing line, we’ve done our best to reduce the text, making it so the text can be skipped by spamming through it. For quests where major characters appear, we’ve made this clear by adding a special icon, and also spruced them up to make them exciting by adding voices and cutscenes. While we did not add voices to class and job quests, we still made them with the same thought process.

    When it comes to hardcore MMORPG players like myself, it’s all about skipping text by spamming the mouse left-click to get to upper ranks of leveling and content. However, this is something that is sure to be fresh and new for the MMORPG newcomer, and we’d like to see gaps form between peoples’ various images of MMORPGs in a positive way, such as “whoa, there are a huge amount of quests,” “Just when I thought I was done there is another one,” and “Isn’t an MMO something you play with parties?”

    The game design will largely change after the level 15 instanced battle quest. All of you adventurers will then begin taking on dungeons with parties throughout the main storyline so that you can meet new allies.

    While I understand that there are some of you who feel that it would be better if you could clear everything by yourself, from an MMORPG business perspective, there is a necessity to make it so a large amount of players continue to play for a long time. Because of this, it’s critical that players interact with each other and build a strong community. This is why we have implemented party content in the main quest line and removed the stress of forming parties with the Duty Finder which automatically matches players.

    Of course the real loss is if people get tired of the game on the way to level 15, but as I have written, I feel that it’s critical to make the beginning of an MMORPG one such that anyone can progress, and in the case that there are people that drop out or are not satisfied with the development of the game ahead, I feel this is fine as everyone has their own preferences. To some degree, the ideal for the beginning of the game is to get through it as fast as you can and moving on.

    Other MMORPGs have a guild system you can set up after starting the game and playing for two hours. In FFXIV: ARR, we have Free Companies, but this can only be created after joining a Grand Company, which is different from other MMORPGs. Especially for those players who are new to MMORPGs, explaining guilds is difficult. The beginning of the game contains too many things to remember and if we had Free Company invitations added to the mix people would be completely lost. However, for those players who wish to form a Free Company right away, you can speed through the beginning and reach that point before you know it. We would like all kinds of players to succeed in this game, so while it might be somewhat of a nuisance for the advanced players, this was designed like this intentionally.

    FFXIV: ARR Party Content Design
    We’ve put in a considerable amount of work to add as much of the playable scenario as possible for launch. We’d like both MMORPG players and those new to MMORPGs to play the game comfortably while enjoying the newest story in the FINAL FANTASY series.

    As I have already mentioned, the party dungeons that will start from level 15 will not require you to worry about finding parties as we have prepared a feature known as the Duty Finder which will automatically form parties (During the third test of Beta Test phase 3 we will be performing Duty Finder stress tests.). With that said, the only things you really need to worry about are leveling up to level 50 and dungeon difficulty.

    The difficulty for the 2 dungeons from level 15 has been set you can get excited about your victory and not worry about wiping with the first party of players you meet. With the third dungeon there will be some special mechanics, and for primal battles within the scenario that take place after that, you’ll come to learn that for large boss battles you’ll need a solid strategy to win.

    For the Legacy members who have done the end-game content up until the end of 1.0, as well as for players who are familiar with other MMORPGs, the content that you encounter while leveling up to the cap will be a walk in the park. However, the most important point here is that you can have fun and clear content as players with different levels of knowledge will be matched and grouped by the Duty Finder.

    The difficulty will increase as the story progresses. Likewise, you role as a particular class will become clearer as you learn weapon skills, magic, and abilities, and the number of times you wipe will gradually increase in the event that you do not properly formulate a battle plan that involves the skilled use of abilities and attack positioning.

    We’ve paid extremely close attention to the design of this content so that the balance and difficulty increases, the clear need for strategies to clear content, and the need for equipment can be easily understood. Similarly, this is also the biggest reason why we’ve also made the battle system foundation as simple as possible. The MMORPG battle system and the battle content design are one and the same.

    Additionally, once you start getting into crafting and gathering, the game will become even more in-depth and a ton of content you can do each day will be introduced. We’d like you to enjoy the world of Eorzea relaxed in your own style and at your own pace.

    Once the main scenario reaches its first major milestone, I believe the meaning behind the opening will become clear.

    Doing the quests and reading the story text without leveling another class, continuing to play straight through for 60-80 hours you can see the world’s longest list of credits, and even after that continue to adventure through Eorzea. There will begin to be a difference in player skills as large enemies appear and players gather equipment to combat these foes. There are a ton of plans in store: primals that are summoned in to Eorzea, the housing system, what happened to Bahamut, the Crystal Tower, large scale PvP, company crafting, and more. The feeling that you are living in Eorzea will really take place after the “ending.”

    It’s at this point in time where you will start to need multiple level 50 classes and jobs, battle strategies, efficient usage of skills, and intense analysis from players passionate about research. This is why the early stages of the game and the core battle system have been simplified. The much discussed length of GCD is because you have time to think at the moment, yet once you reach end-game, that free time will be all but gone as what you need to do will increase, so with that said we do not plan on eliminating this.

    In closing
    I still have so much I could write, but eventually it would just turn into a book…
    I apologize for making this so long, but FFXIV: ARR is a game that we have designed with these core concepts in mind. While it may seem a huge list of reasoning, once you start playing, this reasoning could matter less, so though I am yet again repeating myself, we are placing the utmost importance on making sure everyone enjoys the game.

    The development team has been checking Twitter, Facebook, blogs, and other sites in addition to the forums to get a wide view of impressions of Beta Test phase 3. Also, please know that we are not making decisions solely based on the number of “Likes” a post has on the forum. There are a lot of differing opinions on the forums and it’s the important work of the operations team to read this data objectively and collect it so there is no bias, reporting it as a ratio of those who post from the total player population.

    As long as there are likes and dislikes for games, there will always be conflicting opinions. There are a lot of cases where if we decide to adopt A, then adopting B becomes impossible, so in order to prevent missteps when making decisions, we think about your feedback extremely carefully.

    In the Player Feedback Status List that we released the other day, there were items that we addressed as well as those that we did not along with a clear explanation. Since MMORPGs are a service industry, I feel that all of these discussions are extremely important for MMORPG operation, so instead of only “they did this,” “they are not doing that,” “I think this,” “I think it should be this way,” it’s my sincere wish that everyone takes a step back a bit and have fun talking about the game.

    Before posting, I’d like to ask you to please check to make sure that your post won’t have a negative effect on those around you. Up until now Square Enix has been a pretty closed off company, so I’m sure there are some players who really want to state their demands. Of course we will listen to them sincerely, but please base them all on having fun first and foremost.

    I’m repeating myself, but there is no need for players who are experiencing MMORPGs for the first time to overthink this. We’ve made it so you can have fun and reach your goal by preparing a ton of exciting and fun cutscenes and making balance adjustments as we go.

    We actually tried testing out early battles where the maximum TP was lowered so you would have to really pay more attention to it. However, it was tiring to repeat that kind of battle over and over on random fodder monsters. With 1 on 1 battles, your efficiency in avoiding enemy skills improves around level 5, and you learn that only attacking enemies from the front in instanced quest battles will result in death.

    I definitely understand spicing things up, and that’s why it has to be just right. However, as I stated previously, the beginning of an MMORPG is not only focused on battle. There is a world, people, time passes in real-time, battles, crafting, gathering, chatting, and creating your ideal characters.

    In order to have you all enjoy the world, we’ve prepared the battles at the beginning of the game to be just the first step before shifting into the more difficult aspects (We plan on reducing the difficulty for the level 15 instanced battle quest a little bit more.). If you don’t think this shift was done very well, then that is my fault.

    In Beta Test phase 3 the level cap has been set to level 35, and the difficulty for the Brayflox dungeon has been set slightly harder than the official release version. For those who are dying for a challenging dungeon, please give it a shot!

    In order to satisfy all kinds of players, we have our goals set very high, but we will continue to work as hard as possible, and would love for you all to stay with us for many years to come![
    Today's reality is that your ability to beat content is hugely dependent on:
    a) your ping time to the servers
    b) your reaction speed

    This is the exact opposite of the way ARR was supposed to be, according to Yoshi.
    (4)
    Last edited by Silverwalk; 09-19-2013 at 01:18 PM.

  5. #325
    Player
    shinkicker's Avatar
    Join Date
    Sep 2013
    Posts
    7
    Character
    Selina As'tarte
    World
    Brynhildr
    Main Class
    Conjurer Lv 19
    Hmm, and those times don't really take into account travel time either from the centre of an AOE to a safe place. For me, unless I'm misunderstanding it, it's about a 1.4 seconds dedicated to reaction time, lag and server comms, on a 2 second cast aoe that doesn't leave much travel time to get to safety.
    (2)

  6. #326
    Player
    Xbob42's Avatar
    Join Date
    Mar 2011
    Posts
    230
    Character
    Sentinel Smith
    World
    Ultros
    Main Class
    Gladiator Lv 100
    I just came in here to laugh at all the people going "You can beat it by memorizing each and every ability the boss is going to do, rather than reacting to what's happening on-screen like a normal human."

    Certainly when you learn a fight, memorizing things is important, but when you have to go purely by memory because the tells are so delayed by the server infrastructure, you've got some massive issues. And going "These issues don't affect me," is not only akin to saying "It must be something on your end, I've smoked for 25 years and my lungs are fine." but it's a complete and total lie.
    (cont)
    (13)

  7. #327
    Player
    Xbob42's Avatar
    Join Date
    Mar 2011
    Posts
    230
    Character
    Sentinel Smith
    World
    Ultros
    Main Class
    Gladiator Lv 100
    (continued)

    1. You are affected by this. Show me a video of you exiting an AOE at the precise moment the spell ends. Show me you don't have the 0.3 second delay the server has. I can show you a video of me moving out of anything in at least 3 other MMOs where I'm out the SECOND the ability ends. No one will post this video, because everyone is full of bullshit and doesn't understand how this game's servers currently work and also live in a fantasy land and if you don't notice it you're probably not as pro as you think.

    2. Get your lips off Square's rear-end. We need this to be fixed to make the game better. Dumbass defense-force teams do nothing but delay proper change and improvement to games. You're working against your own quality-of-life improvements in this game, you imbeciles.
    (13)

  8. #328
    Player
    Ryios's Avatar
    Join Date
    Aug 2013
    Location
    VA
    Posts
    1,055
    Character
    Ryios Locke
    World
    Coeurl
    Main Class
    Gladiator Lv 68
    The reason it happens is because the XYZ coordinates are processed server side. So your in an AOE, you move out of it just in time, but the server processing the aoe thinks your still in it because it hasn't received the signal from the client yet that you moved out of it. So on your screen your clearly out of it but the server sees you in it thus you get hit with it even though you are out of it. The only way they can fix it is if they let the client tell the server whether it was in AOE or not and this would open the door to all kinds of hacks.

    In my opinion, i'd rather deal with a community of hackers than not be able to dodge the aoe, or to have to deal with a raid of people that can't dodge the aoe.

    It's also largely part to their decsision to run everyone on a server in montreal. They should have east coast servers, central servers, canadian servers, southern servers, and then another rack of servers in the EU. I've never seen anyone other than SE try to run all their servers in one location.

    The best thing I can tell people they can use to cope with this is to run "Leatric Latency Fix" on their PC (sorry ps3 people), it will reduce your latency by up to 50% by disabling nagle's algorithm. On top of that you can get a DSL line which have faster pings than cable and fiber because their not shared to your ISP (you got direct to the isp). In my experience a dsl line is 80% better ping than cable, e.g. cable Im 130ms or so, dsl 35 ms. Also run wired, not on wifi and have no more than 1 internal hop (e.g. one router > modem, not switch on router on modem etc)
    (2)
    Last edited by Ryios; 09-19-2013 at 04:47 PM.

  9. #329
    Player
    Luffia's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    9
    Character
    Luffia Lawliet
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Man I love the threads of bad players blaming lag on their deaths for titan HM. Even if it was lag (which 90% of the cases it isn't), that fight is so ridiculously easy and predictable that anyone with half a brain can do it. Here's a tip, watch the HM fights on Youtube, grab a pen and paper, and write down every single move he does in the order it appears. That will never change. Congrats, you learned how to anticipate Titan's Weight of the Land before it even starts!

    Edit:
    Here I'll do half of the work for you~
    [After Heart Phase]
    Turmult
    Weight of the Land
    Bombs
    Landslide
    Weight of the Land
    Landslide
    Repeat~
    (I don't include Mountain buster because that's only something the tank needs to worry about)

    After his heart breaks he'll open up with Turmult, if your SCH hasn't gone full retard he'll have dropped Sacred Soil to mitigate the stomp damage. Immediately after stomps finish, begin running away from titan because he's about to pop Weight of the Land on the clustered bodies that were attacking him mid stomp.

    Landslide and Bombs are self explanatory and I really shouldn't need to explain any further, if you get hit by those, just go save up 700k and buy yourself the win.

    After the second landslide have your SCH ready to drop Sacred Soil and repeat.
    (0)
    Last edited by Luffia; 09-19-2013 at 05:31 PM.

  10. #330
    Player
    CyrilLucifer's Avatar
    Join Date
    Aug 2013
    Posts
    1,393
    Character
    Holy Emmerololth
    World
    Mateus
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Luffia View Post
    Man I love the threads of bad players blaming lag on their deaths for titan HM. Even if it was lag (which 90% of the cases it isn't), that fight is so ridiculously easy and predictable that anyone with half a brain can do it. Here's a tip, watch the HM fights on Youtube, grab a pen and paper, and write down every single move he does in the order it appears. That will never change. Congrats, you learned how to anticipate Titan's Weight of the Land before it even starts!
    So it's not latency issues when I'm 4 steps away from something and still get hit?

    Wow, you could have fooled me! Good to know!
    (3)

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