Not working as intended equals broken. Unless you honestly believe it's working as intended.
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Yes, i was talking about the damage animations. Explosions, etc post cast bar. A lot of people don't realize that it's way to late at that point and blame lag when they just aren't aware that the cast bar finished 2 sec earlier and damage just wasn't applied till animation completes, but has long been decided.
As for lag, it can happen. I did titan hm back at 2.0 on hotel wifi on a trip with my coil group. I was on the other side of the arena but hotel wifi was such crap I never dodged a single landslide, though I did it for weeks at home prior. That was just a connectivity issue, but things like that se can't help you with so it's on you to fix it.
As far as the warning telegraph and lag, that is machine lag like the I'm famous ps3 issue where plumes would load graphically delayed because ps3 is a dinosaur. It got the message that titan was casting (not an Internet issue) but couldn't get the graphics up. That's a hardware related issue. Like any pc game, if you are having trouble the 1st thing you should do is drop your graphics options down to minimum everything and see if you continue to have the problem. Lower your resolution. Turn off effects. Turn shadows off etc. That is something you can try to do something about easily.
If it's a network issue, that's a little more complicated and challenging unless your super tech savy. But this idea that the servers work fine for a bunch of people but are crap for other people doesn't make sense. If the servers were horrible, EVERY ONE would struggle. The fact that it's not everyone means lag is generally something between you and their server. America's Internet infrastructure is the oldest and worst in 1st world countries. That's what we get for being the 1st to get it. It sucks and sometimes there isn't much you can do about it. But yelling at se because your only provider option is Comcast running over ancient infrastructure isn't going to do anything.
Trouble with that is the more you rely on clients the easier it is to hack. If my position on my client decides if I take damage instead of the server, I only have to hack my client to adjust my position and I dodge aoes (teleport, speed hacks etc) because the server doesn't have a chance to check me 1st.
You also have issues of desyncronizing multiple clients. Right now the fight happens in real time on 1 server. Plumes go out the server decides who gets hit and insanely sends hp data out to the healer client so they can heal. If it's client based, the server sends a message 'titan casting plumes'. All 8 get the message. Plumes go off (still client), and clients individually decide who gets hit then send that data back. then whm gets a memo to heal. What happens if the server doesn't receive plume hit or not data from 1 client? Does it just guess what happened? Does it wait until everyone's arrives tell the healer who got hit? It really creates problems. Server side is way simpler with the downside of lag sucking.
I would argue that it's the responsibility of the developers to keep potential problems like that in mind when developing content. There are at least a few action-based online games out there that manage to successfully pull off twitch-based gameplay (in my opinion FFXIV's combat, for the most part, is one of the furthest things from twitch-based). We're talking about an instanced encounter in an extremely simple, small environment with 8 people and an NPC - if you're developing for a game that can't develop a solid twitch-based experience despite having all of that simplicity in your favor, then don't design the encounters to be twitch-based. That seems no-brainer'ish, to me.
Instead, we're forced to accept that Titan is more about memorization and group coordination (i.e. proper stacking so that memorization and anticipation can actually pay off), which I feel makes for a far less exciting encounter. Honestly, assuming the delay between cast bar, animation, and damage application can not be tightened, I would probably prefer to have the cast time lengthened - at least then people are able to react through reflex rather than playing a memory game where success is based on how tightly the group can stack positions.
The issues you're describing have nothing to do with server-client lag-- they're entirely graphical lag caused by your computer. I know because I have the same problems.
The good news is, you learn to deal with it and compensate. I got my own Titan EX clear just a few days ago by starting to move a second or so before the cast bar even appears on my screen. Titan is a 100% scripted fight, so all you need to do is know when WotL is going to happen in his rotation and react preemptively.
Wow. I'm starting to get the feeling you don't know what "working as intended" or "broken" mean.
You know exactly what the devs intended when they made the combat system? That's amazing I'm pretty sure like 99.9% of the playerbase don't know that! Please enlighten all of us to what the devs intended when they made the combat system! Putting the cast timers on the server sounds like it was pretty intentional to me. Thus my original statement about it not being "perfect" but it definitely works.
If you think it's broken then you should probably get used to it unless they start talking about re-vamping the battle system. Every fight in the game with dodgeable mechanics works exactly the same, and people have no problems when you go from easy pre-50 content all the way down to coil.
Broken means the content either is getting cheesed by a glitch or the content is literally unclearable. Please don't use terms like "broken" when the general populace has no problems dealing with the content as is. Maybe you have problems with the content but that doesn't mean it's "broken". If they changed the server code to the point where content becomes un-clearable or mechanics are un-dodgeable then it could be considered "broken".
There's a significant difference between something genuinely being "broken" and something being designed unfavorably in your opinion.
So much this. I ramble and loose my points but simply put there are 3 separate issues that frequently get lumped under 'lag provlems'.
1. Graphical delays. Like described in op. Cast bar out of synch with graphic indicators. Hardware issue. Your machine isn't displaying the graphics fast enough. Dumb down your graphics as much as possible, or upgrade your machine. I turned of everyone's effects but mine months ago. I don't need to see constant flares, holies and dragonfire dives when I'm tanking, and neither does my video card.
Not lag.
2. Misunderstanding when the game decides damage. When cast bar is done you need to be safe. Not when the plumes actually explode. It's way to late at that point. Solution: make cast bar gui bigger and move to prominent place. Learn to keep an eye on it. (SE could adjust timings of animations to be more intuitive, but until then learn the game as its currently designed).
Not lag.
3. Lag. Check your wires, router, etc. Bug your isp if it's always there. Try stuff like wtfast. This is the hardest thing to fix. Lots of googling solutions and prayer needed.
It's lag.
Most people's problems are 1 and 2. If you fix 1 and 2, you need absolutely nightmarishly bad lag to make this game 'unplayable'. People play from Europe and function. People play from Australia and function. Chances are if the game is 'unplayable' for you, then you have a lot of 1 and 2 going on. Unplayable lag is really not that common, but other problems are mistakenly lumped into lag. Check everything else before you throw up your hands and cry lag. In most cases it's not.
I went ahead and watched a couple of videos, specifically observing the moment Titan casts Weight of the Land and Landslide. It's pretty odd. Some videos have the animation start up immediately when Titan starts casting, and some other videos have the animation pop up with a slight delay (which isn't noticeable unless you look carefully) after Titan starts casting. There were also moments in the same videos where the animation delay is varied. One moment the animation pops up immediately and another moment it has that delay.
Exactly. There's a very simple way to tell if it's actually lag: are you getting hit by Landslides? If you're experiencing true lag, you can be two inches out of the Landslide on your monitor and be sent flying anyway.
If you aren't having any trouble dodging those, though, then it isn't lag.
That's the graphical lag I'm talking about. It's caused by having a low-power graphics card or processor. WotL is extremely graphic-intensive; if your graphics card isn't all that great, there will be a short delay between when the cast actually starts and when it gets rendered on your screen.
How is that "true lag"? If the cast bar on Landslide starts before the telegraph appears and the telegraph persists after the cast bar has completed, you have exactly the same issue shown in the original post (which you just stressed was caused by slow video hardware a few posts up and not latency issues between the server and client). That same problem can lead to you believing that you escaped the landslide by "inches on your monitor", yet got tossed from the platform anyway.
I completely disagree that there is anything even remotely "extremely graphic-intensive" about the *telegraphs* for WotL, which are showing up late compared to the cast bar. Combined with the fairly simple (and small) environment of this trial I'm having a difficult time buying into this excuse.
Which is what the OP is asking for, I think? However, to be fair, they can just preemptively move before it shows up if they are having such issues. But, it would be nice if they did lessen the strain on WotL's animation so that it gets rendered faster.
From my understanding of Luna's post, the delay happens because of the graphic-intensive nature of the animations of WotL. Some graphics cards and processors have trouble rendering all that animation at once; which is why there is a delay with the animation. The cast bar shows up on time, but not the animation. WotL is a special case because multiple plumes pop up at the same time.
Oh absolutely. Teleporting hacks are much easier on client dictated games and can make botting more of an issue, plus the desync problem. When I say I wish the game were client-based I'm not kidding but I'm also speaking out of pure selfishness. I'm not saying the game would be objectively better that way.
I *am* saying that, given the game is server dictated some changes should be made to the timing of certain things as well more user friendly UI tweaks made.
Based on the first two images the OP didn't move out of the weight before the cast finished and then got hit. Many other fights in the game are exactly the same. Friction in garuda ex, the heavy puddles in levi, radiant plumes in ifrit, thunder aoes not on the player in ramuh, and this is just primals, the list goes on and on and on for other content. That is a key feature throughout the battle system of this game. Ground effects are there to give a player indication of where the safezone is, if the cast is complete and you're still standing in it then you'll get hit. End of story. If you dodge a weight of the land before the cast bar finishes and you still take damage then you genuinely have lagged.
I was able to play this game a year ago with my toaster laptop and shoddy internet and still was able to dodge plumes and the like. I even had some major lag spikes back in the day because of my internet (the real ones where everyone stops moving for a few seconds and everyone just eerily stands in place). I was still able to get through titan hm/ex not getting hit by avoidable mechanics for the most part.
You still keep complaining about it not working as intended (because you would know what was intended) and being broken but that still doesn't change the fact that the average player nowadays has no problems dealing with titan hm.
Oh, I agree, I really wish they would do that. It is literally the only attack in the game that gives me issues, but I also recognize that the issues stem at least in part from me having a cheap bargain-bin computer with an integrated graphics card rather than something that was meant to play games on.
It's more than 2 actually. First Titan starts to cast (server side). Then the game asks the clients (all 8) for a position update. Clients send that back to the server, server calculates WoL locations and transmits to all 8 computers. If any of this was done client side, we could easily capture that event and spoof the server into thinking we are not standing there, thus not needing to move at all. Personally, I have not been hit by WoL since I moved to a closer server (my 1.0 character was placed on a Japan server and they offered free xfers back then.)
So the answer is no, you didn't read the OP. This is not about standing in stuff too long and getting hit. This is about how the cast bar starts ticking down before the indicators on the ground appear. This means that you literally have less time to get out of the way seeing as there is a period of time in the beginning where you don't know where the safe zones are. This is clearly indicative of a problem. The cast bar and the indicators, which the OP calls a telegraph, should start simultaneously.
The problem that is being discussed is different compared to the normal AoE indicators we are used to. The Titan fights have unique animations in place of the AoE indicators. The problem is that on some mid-range computers, the WotL animation is a strain on the processor. The animation is delayed due to that and does not show up immediately on occasion.
Its latency issues more or less, if your in the circle and still get out of it. You almost need to be out of it for 0.5 or 0.9 seconds or it will hit you.
Yes, that is exactly what happens. If I'm running FRAPS I can literally SEE my framerate drop from around 30 FPS or so to 10-15 the moment those telegraphs come up. The cast bar still shows up on time, but there's a delay with the telegraphs while my computer tries to render them.
One of my friends who used to play on PS3 had exactly the same issue until she got a PS4. According to her, there's a massive difference in the time it takes for the telegraphs to load on the different consoles.
Sigh, never had the "problem" when I was on my potato laptop. I knew guys who bootcamped on macs to play and still managed to dodge the plumes and never complained about how difficult it was to deal with weights.
Even if they don't happen at the same time the window between the ground effect and the cast bar isn't as significant as you're implying. If it was such an issue then the fights would be almost unclearable to average players which is absolutely not the case.
This of course bars people who suffer from legitimate latency problems (EU, Aus, etc).
The differences between Titan and the earlier fights (and most later fights as well) is mainly that you need to dodge much more frequently, and the penalty for one missed step is much harsher.
Other fights you can get by with a slow connection/graphics because getting hit would kill you, and there was enough time for your healers to get you back up before the next big move.
(I just read a little into the pages - then I had to check this for myself, so, apologies if people said/showed this already) - I think the 'cast bar first, effects appear later' may be on that player's end - or possibly a problem for that player from SE's end.
I'm guilty of not even realizing WoTL even had a cast bar, as I never expected anything for me to silence or stun (depending on what I'm playing as) in that fight (which there isn't, so I used BRD silence attacks for extra damage), but I did this fight being ignorant to it - reacting only to the visual effects.
Sometimes when I queue, I get that lag with Landslide. I've gotten the lag you described moreso in Ultima HM/Ifrit HM plumes (i'd be the first person out, but the only person hit).
https://youtu.be/Ahc7YEUbQNI?t=39s
I'm not home to actually queue and look for myself, but I remembered uploading a vid of my bard in Titan HM some months back to show friends.
I cut to a section of where WoTL appear. You can see the cast bar appears - and right after it begins, the ground effects appear simultaneously. I was able to move out.
(um, yeah, ignore the fact that I used Shadowbind for no reason -_- I had the incorrect notion that it did damage like the silence skill -.-)
Guys, any lag time between the cast bar for ANY ability and the telegraphed graphic on the ground being out of synch is a HARDWARE PROBLEM. That's not lag. That is your machine is not rendering the graphical effect because it has weak video processing. PS3s. Antique pcs. Laptops not designed for gaming. Etc.
Cast bar and telegraph desynchs are a client issue. Stop calling it lag. It's more prominent with abilities that have unique indicators instead of the simple red circles used by trash mobs.
Turn down effects or upgrade your machine. The end. It's not the Internet or SE's servers. They designed an effect that your machine struggles to render. That's it.
Lag is a whole different issue.
No, he's complaining that it's broken when this is clearly what square intended. He just wants something different and his argument doesn't frame it that way very well at all. He comes across as whiny since he doesn't even seem to get that it isn't "broken" just because he doesn't like it. Everyone knows how the cast bars and attacks work in this game. If he doesn't like that then frame the argument around that simple concept. Not specifically around Titan Weights. It's like he's setting up a straw man to distract from his own point.
What would help is if Weights had some normal goddamn AoE indicators, rather than fancy graphical effects that take time and processing power to render. Even if it's in the realm of a couple tenths of a second, the attack is unforgiving enough to react to that those tenths of a second really matter.
Yeah, a totally unnecessary effect. Which, by the way, I'm not aware of any means to "turn down".Quote:
Turn down effects or upgrade your machine. The end. It's not the Internet or SE's servers. They designed an effect that your machine struggles to render. That's it.
Perhaps you could back your statement up by providing the link to a video where a system you considerate adequate for the challenge isn't sporting this issue? That would be more helpful than simply claiming it.
I don't know, at 53 FPS the problem seems to still exist, so I'm not sure if I buy into this theory.
https://farm8.staticflickr.com/7604/...153c2d06_b.jpg
Tiggy, what is your problem precisely? You came into this thread making multiple complaint posts, including how (in your confused mind) I failed to provide screenshots with Titan as the target and omitted the cast bar, when in reality Titan was targeted the entire time. At no point did you apologize for your error after someone pointed it out to you, but instead are now resorting to labeling the original post as "whiny".
In this case, Ulathskullsplitter has the right of it. It's clear to me that he actually bothered to read the original post before jumping in to respond, where as either you didn't, or you're still struggling with comprehending the written world (even though pictures were included to make things simpler).
If this were Titan: Forum Edition you would have wiped us a half dozen times over. You have failed this thread. :P
A wider range of graphics options would be nice for the game. At lowest settings plumes etc should just be standard red circles, but leave the option for higher end rigs to keep the atmospheric current design. We are fighting elemental gods after all. I like seeing molten lava when I fight ifrit or icy death vs shiva. But if your machine can't hack it turn it off.
They should take a note from blizzard. Their games have a HUGE range when it comes to graphic settings to allow any dumpy thing to play their games. They have really been a great model for making games for all machines because their graphic options really let you drill down to turn off or reduce anything. The game is almost unrecognizable but it works.
I understand but this is I think partly a player created misinterpretation of how skills work in FFXIV - animations have never been a "match" to the cast bar.
I think now after playing for a good stretch of time that the cast bars are meant as a telegraph -> "This is going to happen when this runs out!" and the AoE markers are "This is where this is going to happen! Boom!" once you reconcile that in your head it's simply an issue of being comfortable with the level of latency you're dealing with (because SE can't make the whole interweb faster) and checking your system settings to see how well your machine is running the game - PS3 users may have some animation/processing lag because... well it's old hardware.
I get that coming from offline games, or other MMOs that are designed a bit differently having the cast bar and the animation doing separate functions may be entirely counter-intuitive but it's just how they built it.
Flatten as an example - the cast bar lets your tank know it's coming, they need to get their ability off before the bar disappears - then the animation and subsequent damage are applied; but not the instant the bar disappears.
They basically built in a cushion for latency...
I did read your post. I just think it's a giant waste of time and I think you're flat out wrong that it's "broken". People don't have to completely agree with you. This thread is not an echo chamber for only posts that agree with your point of view. You don't like it? Ignore my posts and move on. Simple as that.
I agree with OP. Not only does this need to be fixed for titan, but every fight that this happens in in the game.
I guess I've been playing too long but since you know the "delay" is there you can also take advantage of it. For example, the AOE markers the enemies throw out. You just have to be out of it when the marker disappears. Same thing with the titan puddles. You can then run in it while the enemy is doing the animation. Great for melee
Two things:
1) You keep placing the word "broken" in quotes even though I never actually used it in the original post. That you're still using it several posts later makes it crystal clear that you're still struggling to comprehend the simple points being presented in the original post. Unfortunately, there's not much I can do about the failure on your end.
2) If you think my post is a "giant waste of time", I suggest you take your "don't like it?" advice and "ignore" it and "move on". As you say, it's as "simple as that".
Move on bro. If it's such a big deal then I'm inconsequential as are my opinions. But yadda yadda last words or something like that right? Lol.