This thread was made by someone who doesn't understand latency, netcoding, or location of the player connecting to the server.
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This thread was made by someone who doesn't understand latency, netcoding, or location of the player connecting to the server.
REEEEEEEEEEEEEEEEAD.
But seriously. Please read through the thread before trying to make personal attacks, I really don't get why people are so offended by this. Nobody is insulting you, please re-read through all the comments before making statements about what you don't understand.
Unfortunatly all the good advice is lost in 10tons of "yes its lag" "no it isnt"
Not saying things can't be improved. But those ive seen with boss targetted have still been in the AE when the cast bar finished on the boss. Thats what dictates whether they get hit or not. Not their position when the ability actually fires off. Which there can be a delay between the bosses cast timer ending and the spell/ability effect playing which gives many the false impression they were safe.
I got hit by a plume on Titan yesterday, but my dead body was laying 2 yards outside of where the plume had been. That proves there is lag. Their server updated my position only after it thought I got hit by the plume, and when my client told them I was outside it, it was too late because I'd already died according to their server.
Whether an individual labels that lag or not, there's a problem there. Not the traditional lag we all know and love, but it is positional update lag which is the fault of their code.
By the way, I live in Japan and not too far away from the Japanese server I play on so it happens here, too. Not ISP. Don't use wifi.
Your spell cast during the mob spell cast. Really, is it that hard to understand?
You started to cast a spell before landslide appeared. Landslide appeared under you...now you have to walk out of it, cast an instant cast spell, or you eat Landslide regardless of your position when cast ends.
Even with ~81ms latency between myself and SE and 0.003% packet loss measured of the course of about 6 hours I still experience around .4 seconds lag time. I'll be around 3-5 character lengths out of the circle by the time the damage actually registers, end up dying nowhere near it. Some things I simply cannot dodge if I wasn't already moving when the circle appears. Never bothered to measure open-world, doesn't matter there - only instances.
After reading through all 24 pages of this thread I see nothing that changes what Shiyo said. Just a circle of "It's not latency." "Yes it is." with a lot of bad/irrelevant evidence on the "It's not latency." side and circumstancial evidence on the "Yes it is."
Protip: It's not latency.
Furthermore, for those of you not experiencing the issue - why are here? What do you get out of trying to suppress an issue that's affecting what appears to be hundreds of players? Even if we all do just have bad connections, how does SE compensating for it on their end affect you? Do you want smaller server populations? Are you looking for an advantage in the upcoming PvP?