or...
(and this is going to sound crazy)
Casting a spell instantly stops your movement???
You see what I did there? I'm a problem solver
(and let's be honest... that seems like it would take a lot less effort to implement)
Printable View
The problem is "there's only so much they can do" doesn't measure up with what other companies have done and proved possible. I want to know why FFXIV, or FFXIV 2.0 specifically, can't match WoW's speed. Is it because Blizzard has better servers (they have massive coffers after all), is it because FFXIV is transferring more data than WoW does? WoW certainly has more people connected to it than this game so unless SE's servers or their bandwidth is much lower, I don't see how it can be said it's due to so many people connecting.
My concern, to Yoshi-P specifically if he were to see my words, is that his wording right now sounds like even 2.0 will continue to have this long delay between my input and my character's actions. Does SE not feel like it can do better, or have you guys put this issue aside or given up on "fixing" it? Or are your words pertaining specifically to pre-2.0 and will 2.0 be faster? I am putting up with this delay now with the expectation it will not exist later. Dealing with the delay to dodge Ifrit's eruptions, as-is, is not acceptable for a finished game guys.
I have high hopes for this game, I have grown to adore it more and more with each patch you give us, and I have had increasing hope in and respect for the new team working on this game. But if this delay continues to be THIS bad post-2.0, I cannot guarantee you than any of the new content will keep me playing. Please do not give up on fixing this issue, if you have. If you have not and you know, or are trying to make 2.0 better in THIS regard, PLEASE say so specifically.
Hi Rydin (and Yoshida-san),
This is a great suggestion, and alternative to the problem.
Instead of making ALL players have to press an extra button (or type /facetarget) to be 100% safe to cast a Spell, to alleviate momentum / slight ancillary movement, you should build in a command on the game side that basically sets up:
* Start Casting Spell = Set Motion to 0 (ZERO), instantly.
So even if you might've had some momentum from stopping, or were worried about compensating for lag, if by *default* inherently in starting ANY Casting for a Spell, you're immediately stopping the Character and telling the engine that the Motion Value is Zero, that would alleviate the problem for ALL players immediately.
You remove the burden of this really clunky, antiquated method of having to manually Face Target / press an extra Button and/or Wait a second or so before casting.
Think about it this way:
With the changes that Moving will Cancel a Spell, when would you ever want to try Casting a Spell while moving? In other words, we wouldn't want to fail Casting because of movement.
Even with this change (forcing Motion to Zero for the Player automatically), the player can then choose to START MOVING again (after this happens), if they wanted to truly cancel casting a spell (or were being chased and started moving), etc.
I hope you consider something like this for a fix, if you can't get a better system in for 2.0. It just makes for a far more seamless experience.
Thanks!
i wouldnt expect them to redo/reexamine this work once 2.0 is released. once implemented, its a safe bet that its staying.
After all, YoshiP did state that it was primarily done this way for PvP.
For those wondering why it is that SE seemingly can't make their game as responsive or as fast as Blizzard or Trion, it may be worth mentioning the obvious again. That being, this is a game served from Japan. For better or worse, any problem that Blizzard has to deal with downstream is going to be compounded orders of magnitude worse for SE servers.
Yoshi-P is saying that they can do better than what they have right now, but light only travels so fast. FFXI handled it by fundamentally designing the game around a 2-3 second delay (long casting times and relatively slow movement obscured the fact that things you saw on your screen were actually 2-3 seconds off everyone else). For whatever reason, FFXIV was not.
FFXIV was not because no other game does it anymore, and the general MMO community is not looking for a game (nor use to one) so sluggish as XI was. The "distance" from Japan to the United States, etc, is not what causes this lag as much as people want to make it out to be; that's an excuse. Go watch any JP video and you will see they experience the same delays NA players do.
And honestly, if SE has launched this game for both Japan and NA / EU and this is that big of a problem, then SE needs to explore placing servers in other countries that will better service players in those countries. Excuses don't sell games.
Sorry if I sound rabid, I do appreciate ALL of the work the current team has put into this game. But for myself, and others, I am concerned all their hard work will be for nothing if this game can't pick up the pace with this server/client delay.
Edit: "Light only travels so fast." It travels at 299,792,458 meters per second. If SE's internet was light its server could be on the sun and still be an instant connection. It's certainly not light, but we're not exactly on 56k internet anymore either.
To avoid sounding ignorant, I am aware that the physical distance (or even the network distance) is not the primary cause of the lag in FFXIV or even a major cause. But given SE's global servers policy (one I happen to agree with actually), SE will never be able to produce the same experience as a local server is capable of producing in terms of latency. Although on reflection, my original post perhaps came on a little strong. I was only trying to get across that no change is going to stretch that nanosecond of wire.
Can you either link or possibly explain their global servers policy then? Unless you just mean the generalization of the fact their servers are not for specific regions.
As much as I like the fact our servers have all manner of people from all over the world, I don't know if personally that bonus is worth the cost in game performance... it is just not fun to not be able to react to things, and no form of fun PvP is going to exist in this game if that's the case. Laggy, slow, unresponsive PvP is just... bleh. It effectively makes you feel cheated out of your own reaction time and abilities, and forces you to try and adjust yourself to the lag (which some seem to consider part of the game, but I think it's only worth putting up with until 2.0).
Also, touche on the nerdy, it was indeed a very informative lecture (no sarcasm).
Hello. I thought I should point out that there was a mistake in the translation. Yoshida (as well as the person he quotes) refers to a 0.3 second packet transmission interval. The English translation says 3 seconds, which is ten times as long as Yoshida said.
It seems like this was a simple oversight in the translation process, but in terms of latency, three seconds and three tenths of a second are pretty different. If possible, would one of the reps mind editing the post before more people get the wrong idea about how long it is taking for our computers to talk to the server?
Thanks! :)
I feel the rage coming....
I'm sure it'll be fine once we all play with it. Remember the game is supposed to get more strategic and hard. Isn't this what casters do? Spells do a lot of damage because there is a risk to the mage casting. They hang in the back because they need time and protection to cast. So I TOTALLY understand why they moved in this direction for mages. Never seen a mage in any form or fashion that can cast not facing a target...mages require total and utter concentration to cast a spell...movement interrupt that...so KUDOs to SE for actually truly designing a mage to be a mage...though...
I don't understand why mage casting can't just go On Target or Zonal spells...where you set the zone to cast on. That way we can see how large a range AOE is...and it would make more sense for standing still and casting.
0.3s Japan to Japan, 3 full sec Japan to Europe, the translation is absolutely right ;)
They are doing everything they can, so just give them the time until 2.0. Yoshi can't help how broken this game is and is making the right decisions at the moment.
I don't mean to act like Yoshi and his team are not trying, nor say that they can do anything about the absolute mess they were handed. They can do things about 2.0, though, and that's my only concern. I will never try to blame this production team for really any problems this game has pre 2.0, even if it's things they add if the problem arises from the old engine, servers, etc. Even balancing I offer and encourage them lots of wiggle room to test and figure out this game's path now with our feedback.
I just want to make sure 2.0 will truly function faster. The above statements of 3 seconds being currently" correct" are close to correct; it does take 1-2 seconds for things to happen that I tell the game to do. Other games don't do that, and I want to see this game able to compete with those products, as it has lots of potential.
Totally agree with you Riaayo, no discussion possible there.
too bad? its much better when you see the plumes come up and then just run out of them...
instead of "casting" and then after 1 sec. you stop for 1-2 secs. because of animation lock.
i think the new casting system will be MUCH better for ifrit. you can be MUCH more flexible without less delay. the spell system like we have now needs MUCH more reaction. it holds you back if you're casting. ok you are running while you cast but then you STOP for 2 secs in an area because you finish casting.
the actual casting system is much more hindrance.
it appears very choppy.
the advantages of the new casting system is:
- you can be much more faster in movement, more flexible just run out of dangerous situations just to cancel your spell
Ifrit Battle:
now:
start casting-> (oh fuck some eruptions are popping) -> running -> finish cast automatically (oh not now..) -> 2 secs animation lock -> oh fuck.
new system:
start casting-> (oh fuck some eruptions are popping) -> run -> (well i feel save now) -> start casting again -> means more control in the end over your character -> happy ending
sure you can cancel your spell if you click again that skill, but in suprising situations where you have not much time to react (and using a skill means also server delay) its not always possible or to late. so running is the much better/faster/more flexible option to cancel a spell.
the system now is a hindrance.
a thm, played correctly, can indeed contribute to moogle fights. however, i must nitpick about a couple things.
cite dps, not total damage.
1. total damage doesn't matter because primals regen and/or heal themselves, so the longer the fight drags on the higher EVERYONE'S total damage.
2. a good thm is able to do about 60-65 dps at the end of a start-to-finish moogle parse, and that sounds about like what your THM was doing- but that's still much much lower than what a good archer should be doing. you should be expecting your archers to finish at 75-85 dps.
in a 14 minute moogle fight i might do 82 dps, which means i'll end with nearly 70k damage. however, in an 8 minute speed run i might do 85 dps, which means i'll end with about 41k damage. if you're in the mode of thought that 55k is good, you'll look at my 85 dps speed run parse and think it's low? again- dps is the only figure that really matters. or if you MUST list total damage, at least include the battle time so people can do the math themselves.
anyway, 10-20 dps is still a pretty major gap.
that said- with archer switching to BRD role and doling out MP regen songs, and BLM getting convert... this is probably a moot discussion, as BLM should be able to do much better DPS than THM (and we assume more dps than BRD since BRD won't be focused on damage).
the question is will people switch to the jobs within these primal fights?
because they are unable to equip for example "Sentinel" which is by many people called a "must" in these fights. BLM wont have more defense or HP than THM nor any of the jobs will have an overpowered "protection skill" for the group. so the BLM will knocked out after the special attack from each primal without sentinel?
i think so or so its a pitty that you need one skill of a class as a must to be alive after an attack.
they need to reduce the effect of sentinel havely and on the other side reduce a bit of the special attack damage from the primes. otherwise i see bad times for ne new jobs.
or am i wrong? hum.
well, sentinel definitely isn't necessary for moogle. in fact, it's almost encouraged not to use it. for one, if you kill all the moogles in phase 1 (which you should be) the moogle memento damage is pretty tiny. second, it increases enmity from actions done while in effect (very bad for moogle). and finally, one of your tank's best tools for grabbing some snap aggro at the start of phase two is aoe curing the party.
ifrit is a trickier thing, though. if everyone is in their job roles, like you said, there's really no way to reduce group damage from hellfire. all you can do is knock down at least 2 nails, make sure everyone is topped off, and make sure everyone has prot and stoneskin. and then hope for the best. i'm 100% sure it's still possible with an all jobs party, but i wouldn't be surprised if most people still choose to ask at least 1 or 2 people to stick to classes because it's safer.
we'll have to see how it works out.
I think something that will be a much larger shock to this community is that if everyone is on a Job, Raise will only be possessed by 3 of them (Pld, Brd, Whm). This game so far has heavily crutched on the ability to battle-rez and the fact that every member of the party had one. People screaming for more punishment from death should be delighted by this update, because now several DDs dieing in a fight can really make you botch the entire encounter (unlike now where a death or two is fairly easily remedied). I worry that people will whine about it and stick to the classes just to scrape by rather than try to improve... but maybe that's part of the point. I don't intend to, for one.
I say kill all 4 nails. That's my goal to push for, anyway. Screw sentinel!
i think everyone will still use classes on ifrit and moogles, because they are mostly carebears. I can already see monk a must in moogle fight (hundred fists + fist of fire should bring down gladiator in phase 2 in a second, meaning way less trouble. And sap is much better of shadowbind until you have mp) but obliusly i can already see people ignoring jobs in the old primarl because they are used to that.
that said, bringing down all 4 nails on ifrit cut down the damage of hellfire like 1 nail + sentinel.
i dont know how the quick thing is gonna work technically until i try it myself but all i know now is that it looks really stupid to have your character just instantly face another direction. with all the other realistic looking stuff going on in the game, that just ruins it. poorly done, even if it was intentional.
i can tell a programmer decided that, and i dont get how the artists arent having a bitch fit about it
Not a must at ALL. It's just a way people CHOOSE to play. A GOOD group can take down all 4 nails from Ifrit renderiing Hellfire useless. Even getting down 2 nails will make the fight a yawn.
On Moogle if you take down all the the single moogles Momento does very little damage and most people don't even bother to use sentinel.
I think you have the wrong idea if you think that SENTINEL is required. It is not. It's just how PEOPLE CHOOSE TO PLAY. It's the I want gear and I want to beat this as fast as possible mentality. Sentinel only does a damage cut...and that can be mitigated with actually FIGHTING the fight. SENTINEL is not required for any fight in the game. It's just a way to be a little lazier when the heat is on.
And I thought when they talked of jobs...future dungeons/instances may require that you be in job mode before you can enter. Yoshi-p said he wanted classes to be for solo and jobs for multiplayer play.
Its been said a million times, so this is 1 million +1:
FFXIV suffers deeply from lack of localization. Multi-Regional clients are talking back and forth with servers which reside in one Region.
So lag has always been evident and the larger portion of the lag is due this geographical distance.
Some will compare FFXI to FFXIV even though the differences in both game engines seem vast (ffxiv being more resource intensive and poorly designed).
But here's the rub: if you compare the biggest difference between ffxi and ffxiv (intention) you can see that ffxiv strives to achieve a higher lvl of action based battle than ffxi.
So, here are the inportant questions:
Is 2.0 combating and overcoming the lack of NA and EU localization?
If we're meant to play a precision oriented MMO then what will be the performance comparison between NA, EU, and Asia?
Will compensating for lack of precision mean less quality of an experience in comparison to if everything had been locally served?
Of course the major caveat to local servers is:
- the loss of multi regional gameplay
(makes me wonder why TERA localized NA and EU servers/clients for it's highly action oriented MMO requirements)
So i understand that SE is attempting to achieve balance. I am by no means a network guru, i am merely drawing a conclusion of what many have voiced as a concern in the past.
Anyone else have any insight about this?
that is THE BIGGEST question I've had since launch...
Is your gameplay experience (and by that I mean lag) vastly different depending on what part of the world you're in?
I really just want to pack up all of my LS and fly to Japan to do a couple Ifrit/moogle runs and see if we notice a huge difference
I LOVE playing with people from all over the world.. Japanese, EU, even Australian players (Just messin with ya Sophia)
I really do... but the gameplay has to take priority
It just has to...
If the game is drastically different due to lag from being in a different part of the world... then its not going to encourage global unity... It's going to further separate and in many cases alienate the different groups
tl;dr Priority 1: as little lag as possible for everyone. Priority 2: A multilingual, multicultural, global experience
Doesn't matter where the servers are located, the servers need not to be shit. There are plenty of mmo servers that are located in other countries and ppl don't have this lag. I still would like to see an video of the EU lag or w/e cause i constantly play with EU players who do not die during ifrit fight.
I dunno man, on one hand I agree with you but the other says I can adjust and am willing to do it just to play with all my EU/JP friends.
I would personally like the delay issues resolved but am not willing to take up regional servers to do it. Here is to hoping 2.0 drastically decreases it.
Does this instant animation stop really bother people that much? Super detailed movement animations are one of the things that makes this feel so much slower than other mmorpgs. In FFXI it's possible to instantly stop and about-face and nobody complains about this...
well the combination of the instant animation is one thing, but the statement from yoshi stating that he understands that controller users will have issues using the new method put in place is completely different. how do you think anyone looking at the game's future for the ps3 would feel about that if they seen that statement?
^^^ Yea, this....
the fact that you "Face the target" is just a cover up for the fact that you need a button to stop
SE: Guys... its not a "quick stop" button.. Its so you can face the target you are casting on... You know, Line of sight!
Us: but none of the spells rely on line of sight, yet all of them rely on stopping movement
Yeah I would hate to see ff mmos lose mult-regional play and i seriously doubt SE would sacrifice that. But i also dont care to play a MMO that continues to maintain a shitty track record. Thankfully it looks as if Yoshida is turning the tides in a positive direction.
Like I said im not an expert in these sort of things. I just know the details as they've been debated heavily since the launch of ffxiv by many. I have hoped for a long time to see a Dev tackle that question. Of course they never have (not that ive seen anyway)
We can only hope 2.0s ultra optimized eliteness provides quick and efficient precision gameplay for everyone :3
/hugs-for-everyone ~!
It isnt purely just about the animations. Thats the surface.
The true annoyance is how long of a delay there is between the client and server. That sort of degradation of performance effects every aspect of gameplay, not just clientside animations.
-target box calculation and rendering times
-damage calculation and rendering times
Etc...
Seriously though. On the topic of stopping to cast...
Does anyone else feel offended by the fact that SE is turning ffxiv into the Special Olympics?
Other MMO players would laugh at how retardedly useless it is to penalize a magic caster for casting while they move...
Isn't anyone seeing the fact here: this is a shitty mechanic designed to make up for lack of a greater creative alternative. I say this because i really do not understand why mages are being penalized... TO make us an easier target in compensation for the damage a BLM can do? Why do healers suffer because a multimillion dollar company lacks the ability to design mechanics which creatively engross players into a battle system?
I really dont understand.