i can confirm this is an issue on the PS4 as well. Please fix this soon.
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i can confirm this is an issue on the PS4 as well. Please fix this soon.
Same Problem here. PC User with Logitech F710 Gamepad in XInput Mode.
Adjusting the Sensitivity to full (PC Only) is not a real Option. Camera Movement gets harder, and the character wont start moving until you reach the edge. Also my L2 Button (which cycles thru cross hotbars) often doesnt Register the Input.
A couple of my static members are having the same issue, please fix this ASAP.
Same issue, please fix.
I think that this is the thread I've been looking for, I noticed some weird slowdowns while moving my chocobo with controller on my PC. When I start moving it goes from slow speed like its walking into a running speed it's really annoying, it happened nearly all the time in a row. Like it happens 3-5 times, then one time the chocobo starts moving normally, and then again it happens for a few times.
My gamepad is Logitech F710 in x360 compatibility mode.
EDIT!: Ok Little correction, I have just noticed that this happens when I am off chocobo as well, while normally moving while not mounted :/
I really hope this is fixed ASAP. I haven't played yet today, but for controller users, it sounds like a pretty game breaking issue.
Using Logitech Dual Action Gamepad (Model: G-UF13A)
My joystick movement for my character has a slight lag to it. It was strange doing Garuda Extreme mode I did it.
Controller user forever here!... Noticed this, it is annoying...
We count on you, lead team!
I'm glad im not the only one experiencing this.. I thought my controler might be broken or something and was going to buy a new one lol..
Did you maybe miss the part where they said that they didn't mess with the movement and it was a bug? 'Cause they didn't try to "fix" something that wasn't broken, another bug arose on account of them messing with something else in the code.
This kinda stuff happens with programming.
http://instacod.es/file/78174
Calm down, Sparky. They said they didn't change anything with /movement./ They did try to optimize gamepad controls. But /movement/ coding didn't get touched.
Whatever they did with the gamepad optimization didn't play nice on a live play environment(which happens), and it resulted in a /gamepad/ related /movement/ bug. They'll fix it. Don't crumple your frompy hat too much.Quote:
While no movement-related changes were made in patch 2.38, there was history of refactoring* of the pad input processing program, and as a result of this there is a high possibility that a bug was generated. We’ve begun to perform comparative checks by reverting back to the previous state on the development server.
*Revamping of implemented programs and rewriting processes to be quicker and more memory efficient
Tried fixing the sensitivity for my control stick but it didn't make much of a difference for me sadly...><
Probably some directinput and xinput libraries were updated, thus changing the interface between the controller and the "untouched" movement code. It is noticeable but honestly, its maybe 3 or 5 Frames more before you are at "full speed".. Don't talk about "Game Breaking" and stop exaggerating.. Its something thats definately annoying but you can play the game just fine with some small adaption. Just dont play with one hand in your.... and youre fine.. (Yes I also use a gamepad while lazy tanking..)
I am getting this delay as well and I'm on PS4.
Yep, I'm on PC using a wired Xbox 360 controller. This is a nightmare bug, get it fixed ASAP.
Good to see Minagawa being on top and responding fast as always, let's just hope nothing else gets on the way so a hotfix can be released soon.
KEYBOARD USERS ONLY - CONTROLLER LAG = KICK
On a serious note, this bug is infuriating. Turning up analog sensitivity does help slightly but there are instances where my camera zoom control (LB + Right analog stick) is completely unresponsive.
Using an Xbox 360 Wired pad with Windows 8.1 - anyone else having this issue also?
Any updates on when this is getting fixed? I'm already bummed enough about all of the other nonsense going on with today's patch, it would really suck to have to cancel raid because of this.
This needs to be fixed. I am beyond inconvenienced by this. Please fix it ASAP.
can we also get more force feedback (vibration)? LBs, crits, etc? :cool:
Oh YES! Please... while you are fidling with controller, please make vibrations support better like it has been always in jRPG, right now in FFXIV you only have vibrations mainly during a cut scenes, while they should be present during various actions around Eorzea for example battle etc. We (or at least I) want more controller vibrations during my gameplay. When a mob hits me hard or I hit him hard, I don't only want to see and hear it, I want to also feel it with my hands via gamepad vibrations like it is in most jRPG's that support vibration on consoles.
I notice that the left analog stick doesn't seem to register the down movement very often. I've tried to re-calibrate the xbox 360 control pad from in game in hopes to fix any of this but it hasn't. Even when I was trying to re-calibrate, the right analog stick didn't seem to always register.
Another thing I've noticed is that while running in Stone Vigil (HARD) I was on blm and ran out mana after flare, used transpose as I walked up to the grp of 3 monsters left alive, used Blizzard2 when I had enough mana to cast, THIS is where things changed also. At this point I tried to walk back (from my point of view I was moving down onscreen) away from the monsters at that point where you wern't finished casting but it would still finish as you were walking and I was stuck walking as if i had a weight/heavy effect on me AFTER the cast was finished until I stopped which is further than the regular "ramp up" speed. I couldn't move before the Blizzard2 cast was currently being cast for some reason. I tried to replicated it but I couldn't figure out how.
I just ran Hullbreaker and noticed that the times I would use the down analog stick motion, most of the time I would walk instead of normal jog motion like I did in ANY other direction.
So pretty much what I've noticed is that DOWN(Direction) on both analog sticks doesn't always work correctly and the "ramp up" timer to start going from standstill->jog does not match up with using keyboard controls.
I've tried to bump up the sensitivity of the controller but this only slightly makes it better, not enough to overcome the frustration of getting hit/dying because I couldn't make it out of aoe in time because of the down direction not working correctly or the jog lag input.
Here's a video of me doing Garuda (Hard Mode) throughout most of the video the down direction on the analog stick works fine. At the end, you will see me testing this out by walking towards the camera and I will stutter from time to time or completely not move. Also, I am not triggering the walk command at any point so I should ALWAYS be in jogging motion.
http://youtu.be/69iDrE2AWJA
Win 8.1 Pro 64-bit
Xbox 360 Wired controller
EDIT: I also went into Devices and Printers -> Xbox 360 Controller Settings -> Properties and used the Test function to make sure that the down directions on both analog sticks were receiving input. Both are working correctly along with all other button presses. Although the issue still exists in game .
Added this info to help programmers narrow down the issue at hand.
Windows 7 64-bit here with PS3-to-PC gamepad also experiencing this issue. For ho hum overworld combat, it doesn't have a huge impact. However, the delay would be deadly in high end content. Also it is three times as noticeable while on chocobo. That alone makes it very frustrating to deal with, since it makes you feel like your controller is malfunctioning.
I would imagine it is equally as annoying when using sprint, as you'll be wasting a precious 2-3 seconds of the timer on it due to this glitch.
Here's hoping for a fix very, very soon. Going to be a lot of unhappy coil runners tonight if there isn't.
For a controller dependant player like me, it was easy too notice the issue the second i logged in once server's came back online.
There is a slight 'acceleration' animation on ps4 user character's now, and after sampling several instances with 7 other controller users we all noticed the difference, although we cleared the instances we still had to work around this bug at times like:
Titan's Plumes
Twintania's Divebombs
Rafflesia's Acid Rain and
Turn 7's exploding platforms..
It really is a game breaking bug for controller user's so please fix this before this bug gimps our performance any further..
Other than that, amazing patch !! Keep up the good work SE ^_^
Zidan Tribaal
Odin Server
I failed an alex map for the first time because of this. :(
It feels sluggish. Not wipe level bad (I was able to do Divebombs with less issue than people who didn't have controllers) but I'm still glad the cause is being looked into.
I play on PS4, and I haven't really noticed much in the way of controller lag or other problems, though I've only tanked Tam Tara Deepcroft (Hard) twice and Lost City of Amdapor once since the patch. I also use the Auto-run function a lot if I'm not in battle, so I haven't had anything glaringly problematic pop-up. I'll weigh in later if I notice it more tonight, but it could be that not every controller user is facing this problem.
EDIT:I'm noticing absolutely 0 lag on my controller when I play on PS4, so I really think it is as I had said and may either be isolated incidents or even tied to your internet connection.
While I cannot comment on the controller issue, I know my friends are having this problem as well. I would like to point out though that movement from the WASD buttons on a key board also feel like it was changed and is laggy now to.
For example:
Before and after patch 2.38 when using the mouse to move, your character instantly faces and starts running the direction your camera is pointing when both the left and right mouse buttons are held down at the same time.
Before patch 2.38 when using the WASD buttons it felt the same way (with legacy controls enabled) when you pressed a direction or combined direction your character would instantly point that direction and start to run.
Now after 2.38 there is a delay when using the WASD buttons, you actually have to wait for your character to turn in the direction you are pressing before forward movement occurs.
Anyone notice this as well? Depending on the fight and class I am playing I switch between these movement styles and the WASD feels different from before.
On PC with PS3 controller using Scarlet drivers
Yes, I'm noticing this big time! I main Dragoon and notice that positioning between flank/rear and dodging AOE's is a little more sluggish than before. Camera movement sensitivity with analog stick also changed, I have to push the stick further than I used to prior to this patch to get the camera to move. That was fixed adjusting the analog stick sensitivity, but unfortunately didn't fix character movement speed. Feels like I'm melee fighting with "heavy" debuff on :(
It's like my character has been dipped in treacle, please fix ASAP.
Also, I would appreciate it if my subscription dollars went towards testing code before it went into production.
It's pretty horrid. The down directions barely work. It does feel like you're under a heavy status constantly. I really hope a hot fix goes in tonight.
Oh thank goodness! I thought I was going crazy because, like other posters, I seriously felt like I was running around with Heavy on this morning. I ended up spending close to an hour TSing my controller because of the issues with moving "down," too, before realizing it was functioning normally in other games. Oh well, I pretty much planned to just do crafting tonight anyways.
If we're going to start getting things this crippling in patches, please hire some QA testers to test play the patches before you make them live? Wouldn't hurt to have some translators either since stuff always seems to come out in Japanese at patch time.
System Configuration > Gamepad Settings > Analog sensitivity
Crank it up to 100%
You lose the ability to walk without toggling it but you remove the ramp up speed issue.
I just logged in for the 1st time since patch and i to am getting this Windows 7 64bit.Notice it with both my Keyboard and Xbox 360 wired controller
This doesn't FIX the standing still to jogging speed that we had previously. It will reduce a few frames to get you ramped up sooner if you bump it from 50% (default) to 100% but I still had better luck sprinting before I anticipated needing to move. Too bad the sprint timer isn't ON DEMAND so that I could spam this as needed. It's still noticeable when going in completely different directions from a stand still. If your already moving there isn't any lag that I've noticed.
It's weird that everyone is experiencing these issues.
I am a controller user and while I noticed a very slight delay ( like a fraction of a second) it has been a non issue for me tonight.
I have been doing Coil/CT/ST/Primals tonight and have experienced no issues whatsoever for any mechanic thrown at me. This includes both Titan hard and Ex, and also divebombs in T5.
I have a wired 360 controller and am running Windows 8.1 x64 if it matters.
I actually welcome the weight my character now has, it looks better imo.