I have been using standard controls since launch, please forgive my ignorance, but what is the difference between the two?
Printable View
I.e going back would make your character turn 180° and then run forward, instead of walking backward slowly.
In legacy mode you don't do the slow backpedal walk when you hit S, you turn completely around and run that direction.
Latency on the PS3 sucks. I have downed Titan and am in farming parties, but i have literally been way out of plumes and still be hit. The only way I can overcome this is by continuing to move when i know they are coming instead of waiting until they come.
Unfortunately I cannot do anything about latency...perhaps in February when I am on ps4 this will help.
I don't have an explanation from that (aside from speculation) as I can't see exactly what is going on. What I believe is going on is that the .3 second positional update delay, combined with latency, causes the issues. What is piddly latency in other MMOs is suddenly a big deal here. Yoshi himself stated that users with a "great connection" will experience a .1 second delay on enemy cast bars. Most people aren't going to have a "great connection" so the delay on cast bars (and AOEs) is going to range. I believe the majority of people experience the issue as I do, where they need to be out by about 90% for most cast bars. This explains the strat for Titan being to move before his skills actually cast. Some people can move just by the on screen indicators, but not many from what I've seen. The larger portion seems to use the work around for the issue, and then claim the issue doesn't exist because the work around makes it so they are out before that 90% mark.
That being said, and as I keep repeating, no other MMOs have had this problem. All other MMOs have had latency which can cause rubberbanding and the like, but zero of them have issues where you get hit with AOEs when you've gotten out of the red zone before the cast bar/red zone disappears. If you're going to claim that has been an issue in other MMOs, please provide sources as I have actually searched and found none. That means precedence has been set for the MMO industry that latency issues should be compensated for in regards to AOEs. It's not acceptable to get hit by things you move out of.
The lag isn't SE's fault.. nor is it really the players fault most of the time. However, it is SE's fault that they didn't program things similar to other games so that on screen indicators could actually be relied upon for the majority of people. That part is on them to fix, and they should be expected to fix it. I'm happy some people aren't experiencing issues. I don't really run into many of them myself. I'm not gonna pretend that it's not an issue though. Especially not after it already killed the game once.
To me I feel like they need to make it to where those indicators are syncronized with the bosses actions and animations. Alot of these indicators if you noticed if you move out in time and then move back into it right before the animation of the action, you won't get hit. I find that kind of weird. What I think is that the indicator is actually there longer then it's supposed to be and they are not taking the animation into account as well. That's what I feel they need to take a look at and change because having to memorize what moves are going next just to dodge is pretty annoying.
There is no 'compensation' algorithm in any other MMORPG. The server would literally explode if it actually tried to predict how humans are supposed to be moving when it has a hard time telling its own entities to successfully get from point A to point B without getting stuck on something. Pretty much all MMORPG just trusts the client for most things. And if that means you can hack your client to say you always dodged the AE, so be it. Don't worry, though, because MMORPGs are really good at catching you hacking so you won't be doing this for long anyway. The general security model of MMORPG is trust the user and just ban them really fast if they really dare to hack your client and it works for the most part, and it's not like FF14's model really discouraged anyone from trying to hack the client either.
Compensated the way I used it could mean a variety of things.. basically all I meant was the developers programmed the game in such a way that accounted for latency issues. Whether that be by time stamping actions, predicting movement, or making the client do a lot of the work and having the server trust it I honestly don't know. It's more just I know it (getting hit by AOEs you're out of) shouldn't be a thing based on the history of MMOs.. or rather, an acceptable thing.