Um... You're the one here making drama little one. Insulting people and cussing for what? Do you feel like a big man now? Got your big boy pants on do ya?... Anyways, problem still persists for me.
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i approve this thread !
I posted this awhile ago in this threat and i post it again now, 'cause noone seemed to notice
or was to busy raging and whining (understandably).
I solved the delay issue for me. And i bet this will help many of you too.
Do not limit the client to 30 FPS in the settings.
Sounds strange, i know. But it helped alot!
As long as the client runs with at least 50 FPS, you can dodge stuff easy.
It is especially noticable with Titan HM.
The difference is like night and day.
Its not a latency issue. It seems to be a client issue.
Found the following in the 'Accepted Bugs' forum, so they have acknowledged the problem, but are not shouting it around and replying to each individual thread.
http://forum.square-enix.com/ffxiv/t...s-everybody%29
I wouldn't expect a reply on every thread of this type and those spring up daily but I would expect some kind of reply on the thread about it that is 100 pages long, added too daily and always popping up again and again. Even if they reply was just an official nod to what you have already flagged.
I am also frustrated by being hit when clearly out of a red zone, told the target is too far away when it isn't, and not being able to switch off cleric stance without knowing the super secret, special time between moves when it will actually respond.
This is me trying to play good:
- Everyone's healed up, I'll switch to cleric stance and pop an aero (dot) on the boss.
- The tank needs a heal now, the cleric stance button looks ready on my hotbar so I press it and start a heal.
- The heal cast bar is half way up - wait a second! Cleric stance still on!!! >:[ ...ok, cancel cast, switch off Cleric Stance and heal tank.
- Uh oh, I'm in an enemy AOE (red) zone. Cast is neeeearly there... and heal-cast-run made it :)
- Healing tank and... BOOM, what hit me!?!?!?!?!!! Oh well, stupid lag, better heal myself and not wait around next time...stupid lag. Wait why is that heal on the tank so pathetic? CLERIC STANCE >:[ ] mashing cleric stance like mad so it turns off then straight back on again. Weeeeeee... start casting cure 2 on tank in desperation and too late he's dead.
- "/p Sorry guys, there was a small fire in my house", or similar...
In beta there was a whopping thread about the AOE lag issue started by complexx. Square-Enix said they fixed it?
I want to keep this thread going until we get some kind of reply.
I want to say thank you for those that have taken time to make videos to show the problem.
I also want to say thank you for those that have offered 'workarounds'. I realize as we all do that we should not have to use a workaround (like trying to make sure you do an instant cast once you hit the boundary of the circle to update your position), but I appreciate people sharing.
please give us some kind of reply SE. tell us what you are planning to do about this problem, and how soon. I think now that we have passed up 100 pages it is only fair to give us some information about what is going on?
Is this really a latency issue? Or just a failure to understand the mechanics of how the aoe system works in this game?
The game determines if you are "in" the area by your position when the casting bar is 100%. It has nothing to do with the actual animation of the attack itself which is often times take a second our two and then damage is applied afterward. So yes, you may be a mile away from the aoe by the time the animation finishes, but if you were in that area when the bar was full then you will be hit.
If you understand and follow this rule, I don't see how you can go wrong. As a tank I've learned this lesson well and can even use it to my advantage. e.g. I can move out of an aoe well before its finished casting and then move back into the aoe while the animation is going off to prevent the mob from turning.
The "lag" is that if you move out of an aoe -during- the last approximately 1/4th of a cast bar, so you are still out when it finishes, just at the very tail end, then you'll still get hit by the attack.
Since multiple videos have been posted throughout the thread. I would love to see even one video of someone moving out during that little increment at the end of the cast bar and -not- get hit. That's something I haven't seen yet.
Bumpy Bump, I will continue to bump this thread because Squeenix seem afraid to show their faces around here, I doubt I'll get into any trouble for a useless post. I'm ashamed of ever claiming that Square Enix had good customer care when this thread has been completely and utterly ignored.
Cancelled my auto-renew on my account and it won't be being reactivated until I see intent to fix this horrendous medieval server/client coding.
I second Vincent1's sentiments in that I appreciate that people are trying to help in this thread, but please read through the thread and try to understand exactly what we're complaining about.
Bump, and remember for Healers we dont often see casting bars as we are focusing on the parties hp!
People keep bringing up Titan... It's not just Titan, it's just most noticeable there as people get wrecked and then wipe. It's this. ^
As I've said before, I play right beside my girlfriend. We live in California. We have about anywhere 70-120 ping. We have Cox High-Speed Internet. 28 Down/10 Up. If I jump while watching her screen, I don't see my action register on her computer until about 1 second later. Or vice versa. It's silly. No doubt, this happens in other MMO's too.. but not constantly or as bad, like here.
Oh, and it's very hard to hit moving enemies while meleeing too, even if you're right on top of them. This ties into all the issues pointed out in this thread.
And also what Bearssi said:
Also this. Why isn't anything instant in this game? This is what needs to be fixed. There's always this little delay attached to every action you do in this game.Quote:
This was most noticeable for me when i was still playing when there was an object i needed to interact and i would get spammed by "Interrupted" several times before i was able to activate the object.
Most of players would recognize this behavior from Castrum Meridianum when you run to a cannon or at the instances last boss and go for the ammo piles.
The quality isn't perfect, but here are some turn 2 moments I got hit by stuff I was out of. If I need to find more I can go through the 3 hours of recorded stuff I have :/
Mind, we were still able to complete turn 2, and I can still dodge shtuff 85% of the time. Doesn't mean this isn't a problem.
http://www.twitch.tv/sunarierymshek/c/3084552
http://www.twitch.tv/sunarierymshek/c/3084630
I agree, its kind of brong. There really isn't enough dungeons.
Keep in mind though there are still tons of players not even there yet.
I haven't even gotten relic or beaten Garuda HM yet (I haven't even attempted it I want more gear)
Yawn... yeah it is a little boring though.
I am not really sure what you are talking about Aaron.
this thread is about the issues with the position lag in the game. more or less the position you see on your monitor is not the position the server thinks you are at.
really kind of shows up a lot in any kind of fight (titan especially?) where moving out of a red circle to dodge damage is necessary. people move out of the circle, and then when the damaging spell etc goes off they get hit.
thanks to everybody for the videos. I think these are especially good because they show that we are all not just making up a silly story of some kind. they are great proof as to what is happening, and why we are asking for it to be fixed.
The game positions you based on when the cast time finishes. This has been tested before.
minus the fact what the game see's is not whats being shown on the players screen IE: Latency lag to the players. this is not a internet connection issue. the ping and connection quality are too good for that to be the case. also the issue is mostly in instances and not during regular play. knowing you are 3-5 seconds behind what the servers are seeing can be extremely problematic. the action bar has already completed before the game even puts up the tell to move. no amount of skill can beat impossible timing issues.
Here is just one of the MANY video examples in this thread.
http://www.youtube.com/watch?v=QsHuXAl-bOY
At 6:21 landslide cast begins
At 6:22 player leaves aoe with cast bar at 75%
At 6:24 player is hit by landslide and knocked off
They were out of the red area well before the cast bar finished. They still get hit.
try casting somehting on yourself see if you can interupt it at 90% castbar by moving, thats right you cant
effect goes off at 100% cast bar my ass
Have you seen Sunarie's 2nd video above? She was out of AoE one second before the cast bar went to full, but she still got hit. My lag is just like hers. It's sometimes as bad as 2 seconds for me. Maybe the test you're talking about was done by someone who doesn't have the lag like we do.
Great, then you agree it is broken! Look-
http://www.youtube.com/watch?v=QsHuXAl-bOY
They were out of the red area well before the cast bar finished. They still get hit. There are many more examples in this thread, like Sunarie's 2nd video a page or two back, and heaps more in the 100+ pages of this thread. It is broken.Quote:
At 6:21 landslide cast begins
At 6:22 player leaves aoe with cast bar at 75%
At 6:24 player is hit by landslide and knocked off
I'd like to add something to the conversation here -
The following is a traceroute to the NA / EU datacenter in Montreal by an ISP in southeastern Europe (Athens, Greece):
Code:Non-prime time (23:50 BST - 01:50 EET)
Tracing route to 199.91.189.25 over a maximum of 30 hops
1 1 ms 1 ms 1 ms dsldevice.lan [192.168.1.1]
2 25 ms 24 ms 24 ms bbras-llu-kln-15L500.forthnet.gr [213.16.246.12]
3 25 ms 24 ms 25 ms 213.16.247.73
4 28 ms 28 ms 26 ms core-kln-12Be3.forthnet.gr [213.16.247.17]
5 25 ms 27 ms 28 ms te-3-2.car1.Sofia2.Level3.net [212.162.46.109]
6 65 ms 68 ms 65 ms 4.69.141.109
7 71 ms 76 ms 73 ms ae-10-10.ebr3.Frankfurt1.Level3.net [4.69.141.34]
8 66 ms 66 ms 66 ms ae-73-73.csw2.Frankfurt1.Level3.net [4.69.163.6]
9 66 ms 66 ms 65 ms ae-2-70.edge4.Frankfurt1.Level3.net [4.69.154.72]
10 77 ms 78 ms 78 ms 4.68.111.146
11 157 ms 156 ms 157 ms if-7-2.tcore1.FNM-Frankfurt.as6453.net [195.219.50.2]
12 156 ms 155 ms 156 ms if-5-2.tcore1.AV2-Amsterdam.as6453.net [195.219.194.13]
13 163 ms 160 ms 159 ms if-2-2.tcore2.AV2-Amsterdam.as6453.net [195.219.194.6]
14 173 ms 171 ms 172 ms if-7-2.tcore2.L78-London.as6453.net [80.231.152.14]
15 158 ms 159 ms 158 ms if-20-2.tcore2.NYY-NewYork.as6453.net [216.6.99.13]
16 156 ms 157 ms 155 ms if-2-2.tcore2.MTT-Montreal.as6453.net [64.86.226.13]
17 158 ms 158 ms 166 ms if-0-2.tcore1.MTT-Montreal.as6453.net [216.6.115.89]
18 159 ms 161 ms 157 ms if-5-2.tcore1.W6C-Montreal.as6453.net [64.86.31.6]
19 164 ms 164 ms 163 ms 66.198.96.50
20 166 ms 166 ms 170 ms 192.34.76.2
21 182 ms 183 ms 183 ms 199.91.189.234
22 166 ms 165 ms 165 ms 199.91.189.25
Trace complete.
Okay. I have submitted these traceroutes to them, via support (and for the first one, which was in the initial ticket, they mercifully said they'd "forward it to the datacenter", something I honestly did not expect, despite being very rational to do so).Code:Prime time (19:00 BST - 21:00 EET)
1 1 ms 2 ms 1 ms 192.168.1.1
2 23 ms 22 ms 22 ms bbras-llu-kln-15L500.forthnet.gr [213.16.246.12]
3 23 ms 22 ms 22 ms 213.16.247.73
4 25 ms 23 ms 23 ms core-kln-12Be3.forthnet.gr [213.16.247.17]
5 33 ms 35 ms 33 ms te-3-2.car1.Sofia2.Level3.net [212.162.46.109]
6 63 ms 63 ms 62 ms 4.69.141.109
7 63 ms 67 ms 74 ms ae-10-10.ebr3.Frankfurt1.Level3.net [4.69.141.34]
8 64 ms 63 ms 63 ms ae-93-93.csw4.Frankfurt1.Level3.net [4.69.163.14]
9 64 ms 63 ms 63 ms ae-4-90.edge4.Frankfurt1.Level3.net [4.69.154.200]
10 62 ms 61 ms 62 ms 4.68.111.146
11 158 ms 158 ms 159 ms if-4-2.tcore1.PVU-Paris.as6453.net [80.231.153.10]
12 298 ms 306 ms 319 ms if-2-2.tcore1.PYE-Paris.as6453.net [80.231.154.18]
13 332 ms 328 ms 325 ms if-5-2.tcore1.L78-London.as6453.net [80.231.130.1]
14 333 ms 316 ms 338 ms if-1-2.tcore2.L78-London.as6453.net [80.231.130.122]
15 314 ms 305 ms 303 ms if-20-2.tcore2.NYY-NewYork.as6453.net [216.6.99.13]
16 325 ms 328 ms 345 ms if-5-2.tcore2.MTT-Montreal.as6453.net [216.6.99.30]
17 332 ms 315 ms 308 ms if-0-2.tcore1.MTT-Montreal.as6453.net [216.6.115.89]
18 315 ms 329 ms 342 ms if-5-2.tcore1.W6C-Montreal.as6453.net [64.86.31.6]
19 319 ms 324 ms 317 ms 66.198.96.50
20 336 ms 327 ms 316 ms 192.34.76.2
21 316 ms 312 ms 305 ms 199.91.189.234
22 322 ms 318 ms 321 ms 199.91.189.25
I have also told them the following, in an e-mail response:
You will notice that the 300+ ms in Paris or London (in bold above) are over what they should be (Europe-to-Europe connectivity should be at 100 ms or less, as you can see Athens-Frankfurt is "only" 63).
Since after Paris, the rest of the route up to Montreal is entirely within TATA (London, New York, and finally Montreal), I presume that TATA must be the primary / only provider of bandwidth for your Montreal datacenter.
So, it would be wise for Square Enix to take this up with them (TATA). Perhaps they can perform network upgrades or otherwise direct traffic from / to your Montreal datacenter through links which are less congested.
TL;DR: Square Enix / EIDOS Montreal should take up this issue with TATA, to alleviate problems with EU players in general, since the problem is not isolated or restricted to few cases only. It appears that a significant discrepancy exists in "prime time" hours, when links are severely congested and produce double the pings + packet loss, hence normal gameplay under these conditions is totally unfeasible.
Alternatively, Square Enix could decide to deploy some servers in UK, where Square Enix Europe is, and automatically stop worrying about TATA links :)
Conclusion
I hope you understood the issue from a networking POV, at least as adequately as simple testing can allow this to be done. There are more elaborate ways to test, however, the link congestion will not go away on its own, unless Eidos Montreal decides to significantly change their Internet bandwidth providers and / or take this up with TATA which seems to be the only ones taking EU players to them as things are.
I am done with Titan til this is fixed.. I am tired of the embarrassment of being hit off the edge when i am so far out of the aoe.. i am tired of getting hit by weights or making sure i run a certain way to make sure only one hits me.. and i am tired of the argument "you gotta move straight away you can't hesitate" look the big glowing thing on the floor is your indication, when that big glowing thing goes away you are too late, not half a second before it goes away, its not part of the fight mechanic is the games silly updating.
A good tip I received and trialed (with 90% success) was cast as soon as your feet leave the aoe, that forces the server to update your position, the only time this didnt work is if i was literally 1 foot out and thats probably just cos of casting not happening instantly and i guess that is also pushing it.
cast anything, it doesnt have to hit it just needs to cast so you update your location
My husband has been examining our trace route from Los Angeles California and we are having the same issues with TATA. We are trying to see if we can use a program/service like smoothping to alleviate it until the data centers fix their shit (hopefully that's a when and not an if). This is not just a EU problem this is a problem for lots of people all over the place.
The irony is that our ping to the JP servers is steady, strong, and only about 5ms higher latency than the "NA" one. We probably should have played on the JP servers. who knew. :P
The best part about all this was that the biggest issues all of us had in 1.0's last year were not game-play or mechanics related, but rather the massive server and positional lag and animation lock lag. They promised us that the new server infrastructure would alleviate these issues.
Guess which one wasn't fixed in 2.0? The server and positional lag. They ditched the superior battle system, got rid of animation lock by making a stale GCD system and failed to get the lag issue sorted out. At this point it seems all they did was add a red circle to tell players when they should theoretically move instead of visual cue's from the mobs and notes in the chat log.
GG SE.
I absolutely aggree with the original poster. High-end is unplayable with such latency issues. Here is my pings from Spain to Canada at about 20:00
Haciendo ping a 199.91.189.21 con 32 bytes de datos:
Respuesta desde 199.91.189.21: bytes=32 tiempo=123ms TTL=241
Respuesta desde 199.91.189.21: bytes=32 tiempo=122ms TTL=241
Respuesta desde 199.91.189.21: bytes=32 tiempo=122ms TTL=241
Respuesta desde 199.91.189.21: bytes=32 tiempo=123ms TTL=241
Estadísticas de ping para 199.91.189.21:
Paquetes: enviados = 4, recibidos = 4, perdidos = 0
(0% perdidos),
Tiempos aproximados de ida y vuelta en milisegundos:
Mínimo = 122ms, Máximo = 123ms, Media = 122ms
My tracert from Lithuania has no such problems:
Tracing route to 199.91.189.25 over a maximum of 30 hops
1 2 ms 2 ms 3 ms 10.1.1.254
2 1 ms * <1 ms tmg.compa.lt [10.1.1.253]
3 1 ms 1 ms 1 ms 213-190-53-33.static.zebra.lt [213.190.53.33]
4 1 ms 1 ms 1 ms 81-7-116-65.static.zebra.lt [81.7.116.65]
5 3 ms 2 ms 2 ms 82-135-180-3.static.zebra.lt [82.135.180.3]
6 11 ms 12 ms 11 ms xe-11-0-0.waw10.ip4.tinet.net [141.136.99.201]
7 128 ms 123 ms 126 ms xe-1-3-0.mtl10.ip4.tinet.net [89.149.184.74]
8 118 ms 118 ms 118 ms ormuco-gw.ip4.tinet.net [216.221.156.110]
9 142 ms 133 ms 139 ms 192.34.76.2
10 119 ms 118 ms 118 ms 199.91.189.234
11 119 ms * 125 ms 199.91.189.25
Trace complete.
Daily bump.
I agree with this. Bumping.
i made a post about a simple raise animation and got an answer straight away.. this hasnt had an answer with 105 pages.. come on SE face up to it..
bump
I agree with the OP on this. Come on SE sort this mess out !
daily bump for great justice.
Are you geared and is your party not being idiots? If those are both the case you should NEVER die to WotL. As far as I've seen every AoE in the game has a timer on it and if you miss the timer you take the hit out of it or not this isn't going to change unless they completely remove AoEs. To move on to my point I took me 5 days but I dropped Titan on a SCH in full DL minus 1 piece and my Ifrit weapon I ate plenty of WotLs from misisng timers but they NEVER killed me unless some idiot stacked them or trapped me in a stack (left me at around 1440 easy heal). Your party should have a relative idea of the rotation so you should ALWAYS scatter our for WotL so the plumes don't stack than no one dies and if you don't know the rotation so well stay spread out in general if its not stomp or the circle bombs. Don't call it game breaking just because you haven't figured out how to work around it.