I suppose it's an issue of semantics, but I really don't consider bug fixes/server upgrades as content nerfs.
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This me moving out of WotL at 99%
http://youtu.be/s9xs-nH46Mk
Sorry about the quality, I'm not much of a youtuber.
I have a ping of 80-100 and my FPS is left unlimited.
Not really sure if this helps, but this is my experience of Titan.
Edit: Yea I cant move and cast, also interacting with objects is incredible twitchy. I have to stop and interact.
I wonder how long my fc will let me stay a member until they kick me. I told the fc leader that I really don't plan on leveling past the requirement to get my mount, and my battle companion. working on my mount quest now at level 21, not sure how soon I will get the battle choco pet. I am just trying to keep myself occupied by switching to a new class every time I hit about level 15. this lag actually affects all dungeons, and the entire game of course, not just the titan fight.
day after day I see all the complaints of fc members having a miserable time in dungeons. sincerely, I do not think it is that the players are so bad, I think that above all else, this lag problem is ruining dungeon play. I only hang on because I know they want to start pvp, and I do not see at all how they can release pvp if this problem still exists.
I want to run and experience the dungeons as they were designed to be played. with all the mechanics. without the frustrating lag. I don't want nerfs, I just want the game to work. and yes, I think as others not fixing this is really going to hurt the game in the long run.
I thought I'd add my two cents here.
I struggled with Titan and could only dodge 90% of his attacks or so, which isn't enough for a healer. I found this very frustrating because I always took damage while being "out" of the plumes or whatever on my screen.
Then I used the "force-update" trick by casting a spell after I'd personally got out of the plumes after I read about it on these forums. Supposedly, this forces the server to acknowledge that you are out of the plumes. Lo and behold, I suddenly dodged all of the plumes -- even ones that I very narrowly dodged. Before, I had to dodge by a full 1 second to get credit.
This seems like a programming error. The server needs to force-update where players are before the plumes erupt. The fact that a player can "fix" this by casting a spell shows that the mechanic is working incorrectly.
This same simple careless error probably also explains other issues that people are having (e.g., landslides being fussy even on Story Titan at times).
Note that I think this issue seems to affect PS3 users more than PC users. My PC-using friends (as evidenced by typical youtube videos and such) face much less problematic latency issues. I mention this so that an PC users can understand that hardware interacts with the above phenomenon (albeit in a way that players can force-fix by position-updating).
Daily bump.
I'm still really curious why the client can't trace positional/movement/action data and mark it with a time stamp so that the server can back trace and sync to provide a more precise gameplay experience?
Thank you for posting that. At least I know some people actually don't get the lag at all now. Unfortunately that still isn't the case for many of us. Sometimes I think I do get lucky, and I don't get hit when I move out of things "late" (late meaning at the end of the cast bar). My theory on what happens these times is I got lucky with when the client was updating my position.
It's worth throwing out there that on Speedtest I consistently get 60+ MB/sec download speed (pay for 90, but meh), and about 5 MB/sec upload. My computer is hooked up via ethernet cable, and I've never had this issue in any other game when my internet was -much- slower (talking 5 MB).
I've raided/done end game dungeons in WoW, Rift, Tera, and TSW. This has never once been an issue for me.
Don't get me wrong, I adore the game otherwise. I really want it to succeed. I just don't see that happening in the long run if this issue isn't fixed, and the fights continue to be twitch dodgey type things.
So I found this post in another thread:
How should I interpret this relatively to the issue at hand in this thread? Does it mean the "300ms check" isn't confirmed as an actual issue? It certainly isn't a "bug", since it's technically a design choice; but with the lack of response from SE, I'm now not even sure they're considering this issue as game-breaking, nor even as a serious one.
Really, some kind of clarification on this "design choice" would be appreciated. If it's built in your online engine SE, and there's just no way you can change that, please tell us — so that those of us who value a fast and responsive online experience can move to another MMORPG who has a chance of providing such a service.
People will get tired of waiting, and your lack of honesty on this topic isn't helping their staying anyway. At least be frank and blunt about this issue, so that players can make a choice for themselves based on honest information about this game's design, and likely (or unlikely) future improvements regarding the network implementation.
Honestly I think this game is designed to fail, because I can't think of anybody say, "Players will LOVE the inherent lag built into all our encounters not found anywhere else!" As been pointed out repeatedly, no other mainstream MMORPG has this 'feature', because it's a good idea to minimize lag as much as you can. Sure some MMORPGs have very lousy servers but at least they try. In this game you can tell the lag is built in, otherwise it is impossible to do the 'move before cast is done but still finish cast' manuever. I'm really mixed about this game, it's like this game is somehow still playable despite all design efforts to ensure it fails, but I think the fail will eventually win.