So how come all these teleport hackers can bypass the server checks?
They teleport from one mining node to the next and the server doesn't notice?
So how come all these teleport hackers can bypass the server checks?
They teleport from one mining node to the next and the server doesn't notice?
Please Yoshi/SE do something about the server lag!! whats the point of having RED warning signs if you get hit anyway! Its very frustrating to deal with, slow the mobs cast timers down so players have more time to react, look into their AoE range, some are way to large of a circle or cone given their cast times, some even seem to extend further than the RED warning signs indicate. This is something that is hopefully on the top of the priority list.
/bumping as well....THIS NEEDS TO BE ADDRESSED AND FAST!!!
Well kinda, but the reason they don't have the client check your position to see if you cleared the AoE is that would be prone to cheating.
Yet the server "check" completely fails to notice someone using a teleport hack. Doesn't that seem strange?
I was doing some tests of Titan SM with fraps. Several times I caught people running out of of landslide on my screen and then getting hit. So the server told my client that the person was out of the AoE by over half a second and yet it still registered a hit on them.
But you're right in what you say. There is no point providing any more proof. Those that believe there is no problem with the servers will never be convinced by hard proof. I've given up and accepted that this is the way the game is.
What's strange is I watched a lot of video's from people who do not have the problem happen to them. For example the Titan for Tots thread here. I wish I was playing the same game as the person who posted that. He has enough time to run out of AoE's, have a picnic and eat a sandwich before the AoE goes offIt would be wonderful to play that game lol Maybe it's because they are close to the servers, I don't know.
Last edited by Silverwalk; 09-24-2013 at 03:54 PM.
The best thing about this thread is that you can identify the hardcore fanboys and white knights so you can ignore them later on. Whilst gameplay issues are subject to taste I seriously don't see how anyone can defend the absolute lack of fluidity of this game. When I used to play WoW on an inferior ISP that routes to NA (I'm Australian) I get more responsiveness than right now on a superior ISP that routes to Japan.
When a game that runs of a 300ms TPG ADSL connection is more fluid than a game that runs on a 140ms Telstra cable connection then something is wrong.
Last edited by HealBus; 09-24-2013 at 02:27 PM.
At last we have more pages than the "butts are not round enough" thread, so maybe devs at least will get them priorities right.
Something does not feel right with your game: http://forum.square-enix.com/ffxiv/threads/86836-The-Navel-(Hard)-plume-animation-damage-impact-out-of-sync http://forum.square-enix.com/ffxiv/threads/71728-The-problem-with-Instant-OFF-GCD-abilities-makes-combat-feel-less-rewarding http://forum.square-enix.com/ffxiv/threads/91388-Silence-not-taking-effect-even-though-it-is-used-before-enemy-finishes-the-casting http://forum.square-enix.com/ffxiv/threads/86887-Unable-to-activate-skills-even-though-UI-displays-them-as-available-for-use
It says enough about this community.
I actually read the whole thing and funny enough not many white knight comments there.
Does make me wonder.
Truth be told I don't understand how people can enjoy the lack of fluidity/character responsiveness.The best thing about this thread is that you can identify the hardcore fanboys and white knights so you can ignore them later on. Whilst gameplay issues are subject to taste I seriously don't see how anyone can defend the absolute lack of fluidity of this game. When I used to play WoW on an inferior ISP that routes to NA (I'm Australian) I get more responsiveness than right now on a superior ISP that routes to Japan.
When a game that runs of a 300ms TPG ADSL connection is more fluid than a game that runs on a 140ms Telstra cable connection then something is wrong.
The better games tend to be known for their fluid gameplay.
Last edited by Sneakaboo; 09-24-2013 at 03:26 PM.
I tested WTFast, Battleping and Lowerping. They do help a bit and every bit helps. I don't live in North America or Japan and I have the best ISP in my country so that's my only option to improve ping.
Another thing that helps is stopping at the edge of the AOE, don't keep running. I tested this with fraps and if you keep running you can still get hit by the damage. If you stop at the edge of the AOE you don't get hit, with the cast bar at the same place. I assuming that this is because stopping sends a position update to the server. Using an ability also helps but stopping is enough. You can stand right at the edge of the AoE and not take damage, for everything that I could test.
I also noticed there was a short delay recorded by fraps between the cast bar starting and the AoE ground effect appearing. Lowering the graphics settings reduces this delay (!). I am using a Radeon 7870 graphics card and I lowered it from High (Desktop) to Standard (Desktop) with Depth of Field off in both cases. Every bit helps.
Hopefully these things might help in the event that the developers do not fix it. Personally I hope they don't nerf the encounters. All I want is that the server recognizes that I avoided the AoE on my computer, nothing more and nothing less.
First, this is a unique sort of proof that might show them there really is an issue. You should provide some timestamped screenshots, since SE might not watch a video.I was doing some tests of Titan SM with fraps. Several times I caught people running out of of landslide on my screen and then getting hit. So the server told my client that the person was out of the AoE by over half a second and yet it still registered a hit on them.
Like
1:34: Archer Crossfire targeted for landslide
1:35: Archer Crossfire starts moving
1:36: Archer Crossfire passes out of aoe (it's important that this shows landslide not yet executing)
1:36: Titan executes Landslide
1:37: Archer Crossfire dead / damaged / knocked off (and thus dead)
However, that might not be the case. If you've ever dualboxed in any game and can simultaneously watch two screens, have one follow the other and you'll notice the leader usually takes a step further on the followers screen and then backsteps when he stops. This is the server, in most games, trying to predict movement a bit so that things look more seamless and things like follow function smoother.
It's a pity, made it to Titan HM just for not being able to kill him because of stupid server lag. Think I won't subscribe after first 30 days are over, and will wait til they fix this.
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