They are already balancing old content for trashy Trust system
Why it is hard now for netcode? I don't get it
Printable View
That's not true. The WoW devs had the same problem and they did not rebalance the content at all. And the content still works there. I guess, it has more to do with server costs. If you have long ticks then it saves processing power on the server. And you can use cheaper servers.
Cheers
Game story is getting bad real quick with DT
Sims-like gamers will not enjoy the game any more because of the story not engaging
MMO combat enjoyers who isn't interested in story feel lack of rewards and combat changes
This expansion is a big L for both parties
I have absolute no clue...but isn't the "netcode" one of the reasons why when you use DRG's Jump or NIN teleportation and there's a hole between point A and B, you fall? I played other MMO's where the classes with "charge" or "jumps" could use those skills to reach points they normally couldn't reach by walking, or could use those skills to jump over a hole during the fights.
The reason I posed my question is because the term "netcode" is a buzzword. It's not specific.
Let me give some examples...
People say "I wasn't in that". But the reality is it snapshots when the cast bar ends or when the red indicator disappears. The game doesn't actually kill you for a few seconds, because it kills you alongside the animation. But is that actually netcode? I do not believe so; it's a decision by SE to snapshot on cast completion and to enact that snapshot with the animation afterwards. That's a decision regarding animations and order of operations, not netcode.
Now, if people actually exit the red circle on their screen before it disappears but it still hits them, then I can't relate to having this issue even when playing on Materia with hundreds of ping. But if that happens, I'd agree that perhaps an improvement in netcode could help. However, most likely getting a VPN would help as well.
Another example is using off-global abilities. I think a really great example is Swiftcast, where you can press that then resurrect someone. But it takes a very long time for the effect of Swiftcast to be approved by the server and then communicate that to the client, so you still start casting resurrection. To some degree, maybe netcode improvements could address this, but it's not the whole problem. It has to be approved by the server so that people can't glitch the client into swiftcasting everything and ping will always be a factor, so the delay is always going to be there.
Another example with off-global abilities is how weaving gets harder with ping. Netcode improvements could help, but I don't think that is the real issue. They put in artificial "animation delays" which they could simply remove. They have even demonstrated this on some abilities.
Where I could agree that netcode may help is when interrupting casts - something we rarely are asked to do in this game. You can press interrupt in plenty of time but due to the time it takes to reach the server and be processed, it can often just not work on 2-second casts. I'm bias here due to my ping, so maybe it's better on lower pings.
I wouldn't call that netcode. It's simply that they still use the floor as something to "hold you up" despite the fact you're in the air.
They just didn't code jumps in a sophisticated way and sometimes it's just an animation. When it's an actual gap closer, you do move, but it's purely clientside (I know this because sometimes the ability isn't approved by the server due to line of sight or enemy death, but it accepted that I moved the distance despite that).