I can't wait to hear the tale of Pingtousai the Pingslayer.
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Troll thread is troll. OP has no recorded Savage clears.
"We had to" -> "We chose to"
You didn't HAVE to be *term omitted*, you chose to.
'Only the Sith deal in extremes'. SE being the Sith confirmed?
Yes I know there is some exceptions but still odd to me how we suffer from animation lock for everything while a good amount of monsters get the damage registered before you even see the hp drop. This is how people die while trying to heal someone, they are dead before you even know to cast the heal, lusterate, etc.
Why yes, yes it is, I was trying to find a way to put that reference in my quote, lol.
https://www.youtube.com/watch?v=wgpytjlW5wU
Only the sith, mentors, and SE deal with absolutes.
If your tank dies because you were unable to predict a tank buster, that's on you. If you didn't have tank topped at the time it hits you were not having an eye on the boss cast bar. If your tank dies on normal encounter because you were playing chicken with their health, that actually is on you as well.
Noticed Ping has dropped to 80-90 now and is being routed much better now Chi-SJ-SCR instead of NY-SEA-SJ-SCR
I am a student, studying full time with no part time job, yet I still manage to afford a $15 monthly subscription to a game, on top of a $4 sub to a VPN.
I am pretty much in the lowest financial bracket you can get in my country without being unemployed or homeless.
It comes down to priorities. If you are willing to spend $15 a month on a monthly subscription game, then an extra $4 a month should literally be a non-issue.
People should buy less coffee from starbucks if $4 per month is an issue.
This community deserves an award for the amount of whining it does....
It does shine a light on the fact that people are being quick to overreact here. I actually did get a message over Discord from a friend last night saying her static members were quitting for now, and gonna quit the game entirely if this didn't get fixed by Stormblood. They've gotten their Savage clears, they've all farmed out just about everything they want, so while I say it's a perfect time for a break, quitting entirely is an overreaction, and an unnecessary one.
Yes, it's a problem. Yes, it NEEDS to be fixed. Will SE allow the launch of an expansion to be ruined by factors that render the game unplayable? Not if they want to make money. And that IS what they want above all else.
Like I said before, be patient. This is a big enough issue that can't be ignored if they care at all about the health of the game's community or revenues.
Well it might, the problem is if you hit it too early while it is casting, it may not remember you hitting the input for contagion. You hit obay> contagion if you want it fast:
https://www.youtube.com/watch?v=eHTC...youtu.be&t=104
that's the thing, it's not about losing performance, it's having to readjust for the delay. If you play baseball and you are only use and know when to swing at 90MPH baseballs, it becomes second nature. But the moment they strat throwing 100, to 80, you continue to miss because you aren't use to that speed, you have to learn and readjust for the variables.
Ping is no different. Higher pin means you have to react sooner than you use to, move earlier than before, I personally tested it out to see if I would get hit by any of Titan's AOE and I did fine. So honestly, I'd say just use any boss with an AOE to test the difference in timing.
For any other Californians or newly reduced ping people...
I've noticed since the latency drop that the game has even MORE trouble cancelling a spell due to movement or the cancel command. I can move with over a second left in the cast now where I used to get a half-second tops. The time for it to detect that I've come to a halt as to begin casting again seems unchanged, however. Have any of you noticed this as well?
And, is there any layman-digestible explanation for this?
Mmm.. in a way that's a bit. I mean, not everyone can or does afford those coffees in the first place. But then again, every hobby does come with a cost. If $4 in a month can throw someone's budget in a disarray, they probably would have better use for the $12 as well...
With my 20 ping all I do is hit home runs now
What if this has to do with the PS4 itself and not the servers? Maybe there's a problem with Sony's system not being able to retrieve data from the data centers, thus making the PS4 game lag for the NA data centers? Just a thought. It could be something with how the PS4 is reading the data. That's what I have seen a lot of PS4 players have been saying. I'm on the East Coast and I'm on the PC, so I did not get any lag. I did a dungeon run and also WoD and I did not have any issues.
Los Angeles/El Monte, CA. Ping went from around 114 ms, to 76 within the first hour of the servers opening up again, down to 24 ms since.
The ping drop has allowed me to modify my opener as a Bard to use an extra Heavy Shot instead of using Feint to cram in two oGCDs before my buffs fall off, or use Feint to fit in an extra resetting Bloodletter or two. It's a fairly significant opening burst damage increase.
Completely support this thread. Still, being "lawyer of the devil" as we say here:
You're a company that makes a game. Game sucked. Some guy relaunched the game, but wait! He just could touch some aspects of it, not the really technical core of it (netcode?). Why?: No time on schedule, don't have the human resources that can make that optimization, etc. Anyways, games goes alright. After some time, ping issues pops. "Goddamnit" the head of the game thinks. He also knows that this can't change it because of....reasons. How you, as the head of a game would feel about this? You notice the support from the community about this, but you can't say "we can't do that", even less giving reasons for it, of course. Well: You don't say shit.
You don't say shit until a bigger head start noticing that the game is loosing people, and of course, money. Bigger head will tell the head of the game to start doing the changes that made people leave. Changes are made.
In many cases, it is very dependent on location, time, and ISP (and/or any associated party to them). Different locations will make you have to use your ISPs convoluted network path of connections to get to the one you are trying for. This is why VPNs are typically effective, since it narrows down the path significantly sometimes. Obviously, this doesn't work in terms of the PS4 though. I mean, it could still work but most aren't exactly used to the idea of setting up a VPN through your router. I'm sure you could probably by a physical router that's already setup from a VPN service, but I've never checked so I could be wrong.
While it's possible to be a PS4 exclusive issue, troubleshooting generally stops at ISP in these cases, until one can rule that out by having a large test sample to look at and hopefully replicate issues.
"I can't double weave. It just feels clunky, and it's not fun to play anymore."
Welcome to the Wanderer's Minuet thread.
When you say this new ping prevents optimization, I guess you don't understand the term. You just get to optimize for a new set of conditions.
These ping complaints would be appropriate for a twitch fps game. FF is closer to playing checkers. PvP is laughable. The FF combat system is inherently/intentionally slow, clunky, and repetitive. An extra 100ms doesn't fix or ruin that. "You can't polish a turd."
On the bright side, packet loss used to be a problem. Much better now for everyone. Have a cookie.
Users should flush their PS4's web caches, the easiest way is to test their connection in the Network settings. But if they are booting their console every day, it will do this when booted anyway. The other thing is to boot into safe mode and rebuild the database - of course the obsessive compulsive in me suggests having a backup first just in case - this can sometimes help with poor performance during play. It's similar to defragging a fragmented drive. With all the various updates that we have had for FFXIV it's entirely possible that things have become a bit disorganized on the system HDD, and rebuilding the database may help with that.
https://www.playstation.com/en-gb/ge...playstation-4/
Be **very** careful that you only rebuild the database, other options will wipe your PS4 requiring you to re download and re-install everything.
So, how do yo stack that assertion against the various quotations people are using that say the game is designed to operate in environments of 200-220ms?
My pings in the old site were 50-60 with no packet loss. In the new location I am at 60-70 with no packet loss. So overall this was a net loss for me. I'm pretty sure the game will be perfectly enjoyable for my level of play.
One thing I noticed that was unusual in my trace routes was that traffic tries to enter the NTT network as close as it can to the user and then heads to the servers. My friend in Denmark entered NTT in Germany and then traveled to CA. My friend in Lithuania entered NTT's network in London and then went to CA. I had two friends in PA and VA both enter NTT's network in VA. I live in Texas and enter NTT's network in Dallas before going to CA. All of us went to Seattle, then San Jose, then Sacramento. That seems like a lot of unnecessary extra hops.
The problem this causes is that our own ISPs and the larger backbone providers cannot be properly utilized. We are forced to use the NTT network for a large part of the path, even if there may be faster options. This is why some people seem to get better pings with a VPN, they can bypass the slower parts of the network.
I have no doubt that things could be optimized/changed on the programming side, but I know for sure that things could be better on the network side. I would like to know what their reasoning was for these designs, it seems odd.
Sounds more like an ISP problem
I don't play Ninja, so I can't comment on the specifics of any opening sequence. However, I suspect you are referring to an inability to double weave oGCD skills in which case your definition of 'proper' is at odds with the game itself. In a game with a 2.5s GCD a 100ms ping represents 1/25 of a GCD, if you think that the proper opener requires that level of timing to achieve, then your definition of 'proper' might need adjustment.
Honestly people crying about double weave need to grow up. It was an incentive for having low ping, it should never have been considered the norm and by the way yoshi-p himself said 'up to 200 ping is still playable' makes me believe that even more so. Now everyone that could do such are crying as if it was an actual mechanic, when it was just players being able to circumvent cool downs due to a faster communication from client to server. Ya want to have something that was an added bonus that badly, pay for a vpn.
Or even Fighting games as well, where latency can affect frame rates and input lag even more tremendously. Hell I remember being grateful to play Melty on pc with the netplay patches and having flawless matches when ping was under 50, which was considered nearly playing on the same screen, back in the day. Wonder how many would rage here if they tried to do that and endured the occasional 100+ ping matches back then XD oh their poor little hearts.Quote:
These ping complaints would be appropriate for a twitch fps game.
Not to stray from topic, but that is quite a difference when someone reports from the other side of the fence saying how it increased their DPS with a latency change.
Has anyone else seen any differences from high ping to maybe lessened in case dns and isps routed differently now?
Double weaving is not an esoteric elite level tactic, it's just a basic part of the game. A game, by the way, that's designed in a country where virtually everyone has low latency. We have proof that SE designs and tests the game in just this kind of environment because of what happened with the NIN Mudra debacle. They designed, tested, and released a job where the core feature (casting Mudras in a sequence to perform Ninjutsu) was completely latency-dependent. The entire Mudra->Ninjutsu cycle occurs off GCD and you can't perform any GCDs between starting it and finishing it or it fails. The longer it takes to perform your Ninjutsu, the bigger DPS penalty you incur. Until the fairly recent NIN patch, client-side Mudra activation waited for server confirmations which made it slow and often buggy to perform the longer sequences unless you had a stellar connection to the server. Even with the patch, latency determines whether or not you can perform 2-step Ninjutsu without delaying your GCD. At a certain threshold even the 1-step Ninjutsu (Fuma Shuriken) causes a GCD delay.
So yeah, they can claim that the game is "designed" for 200ms, but it's not. It's "playable" at 200ms, sure, but it's not designed for it or there wouldn't be substantial differences between what you can accomplish with the average Japanese player ping and what you can accomplish with the kinds of pings over half the NA playerbase has.
I spent 30 minutes last night fiddling around with my no-warrior ninja opener to get aeolian edge back inside trick attack. I'm not the best ninja around so I imagine better players would notice it more than I did. Mudras always clip and feel slow to me and it doesn't really seem any different I just noticed my last attack wasn't inside trick attack anymore.
Before they also mentioned how AoE telegraphs were fine and there was no issue with landslide and such and obviously there was and they changed the behaviour because of it. (same with jump, etc.)
Just because something was mentioned before one time does not mean it is a) always true and b) applies to everything and c) things change so maybe 200ms was fine at lvl 50. That means nothing at lvl 60 our rotations are totally different with a lot more abilities and tighter timing for skills!
Or they might just do what they often do and just do stupid calculations.
If you go solely by math, one OGCD will only take around 0,250-0,750 MS animation time. That means 2 would at most take 1,5 seconds, which leaves 500 MS for latency -> Up to 250 you're fine.
I mean, if the team designs savage fights under the premise that a tank only uses his aggro combo throughout the fight, then the team likely also calculates everything else in a somewhat odd manner.
That is not correct, you are not accountinig the clipping the game does. Once you use a GCD > it clips into the ocgds and that is where ping matters, then to the next ogcd, then if this is not done fast enough it will clip into the next GCD.
OCD>delay>ocgd>delay>ocgd>delay> OCD used after OCD reset= dps loss.
vs
OCD> no delay>ocgd>delay>ocgd>OCD used right when OCD timer reset
.
The delays are programed in the game as is, but with ping being high enough 100-120? you will run into what I bold, that kind of clipping. You may also run into ability use errors time to time, like how SWIFTCAST> summon = hardcast summon with the swiftcast buff on my buff bar. The game is badly coded, there is no way people can defend that it is not.
OHHH you are trying to figure out where they get the idea 200 ms = no impact on your play? yeah if that is the way they do it then it is way off, they seriously need real field testing by people with high reaction times, even some of the posters here can't see those delays.
agreed, 200 ms is different then 100 ms and different then 30 ms as far as impact on your rotations. If you know how to super tight your rotations it really does matter and it is noticeable, MCH openers fit in this as well. "I can double weave at 100 ms fine" to me translates "I do not see the small clipping in my next ocd so I feel it is fine. (its not, SE needs to code the game better)
While playing with 200-220 ping is indeed very noticeable and can be difficult, it's statistically very unlikely that all the ninja players above the 75th percentile don't play with 60ms ping.
60ms is a very common latency to have. So, saying that you can't do a ninja opener with that amount if pretty far fetched.
I get your point, but don't fall in the realm of exaggerations.
Before:
PC: Montreal Quebec 165 ms. to 181 ms. // With VPN 165 ms. stable no package loses but with spikes .
PS4:Playable not big issues
After:
PC: California 238 ms ~ 254 ms // With VPN 181 ms. ~ 210 ms. (until i find the best server or they made some fixes) less spikes no package loses.
PS4: unplayable , i think its around 250 ms. or more , not sure .
Conclusion: