So still no official response then?
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So still no official response then?
Isnt wildstar going to have this dodge mechanic in their game ?
Wildstar, GW2, TERA and B&S all have this same mechanic. Except it works in all of those games.
I am currently BETA testing Wildstar and the telegraphs in that game are brilliant. This is a game that's still in BETA and it's hundreds of miles, nay, thousands of miles better with telegraphs than this game.
TERA did an OK job, too. GW2 did great in that aspect too. B&S is doing fairly well as well.
None of the above games have this latency/0.3 sec internal delay issue.
Great post
somewhere at middle of equator. lol
I agree. Plus, I did miss Sargatanas. Difference of english speaking community feels kinda scarce. And I can't read kanji. Plus... when I play at morning, very few activities especially if you're trying duty finder. :(
These couple of days I joined Coil runs as bard, since lately it's been more demanded job. Spend lots of time gearing up on it too because of it. And it feels like a whole new level, just like back then when I compared Titan with Ifrit/Garuda. While there are no pits like Titan, attacks are more deadlier. And this even give way less room of error. Can't imagine how it feels like if I tried this on old server. ><
Bump
/10char
Welcome back to the front page.
Don't die on me yet!
Titan puts a weight right under, while I'm running.
I continue to run.
A full weight length away from weight when it pops.
I die.
OK.
I have the same issue.
I can't avoid the Titan AE´s. The round ones as the long blue one too.
For example. I position myself to the left. When the long blue one comes in my direction I run to the right.
When it hit ... I am kicked off the cliff to the right.
Why am I kicked off the cliff to the right when the AE targeted the left side ?
As with the round ones. I can only avoid them when I start running around 3 seconds before they are displayed on my screen. But as others already described it is a 50/50 chance to not run into another one.
As I travel a lot it can't be my Internet connection, because different places have different providers.
Some said if I turn down the graphics settings to ridicules low it would work out.
I turned it down and have now around 140 FPS at Titan but no change .
But not only at Titan, at Dzemael at the final Boss I have the same issues. So there is a general problem somewhere.
Please fix it, it's just frustrating.
lmao why is it that in the examples shown, people didn't run out of the aoe before the cast bar finished... either that, or the boss isn't targeted, so you can't see the castbar....
I'm not saying that there isn't a big netcoding issue, cuz its bullshit, and there is... i'm just saying, show examples of getting out of the aoe 'before' the castbar is complete, and still getting hit by the move. That's all.
Actually in that thumbnail gif you see that he had moved out of the linear red area before piercing laser finished casting yet he still got hit.
No I don't have any issues dodging aoe because of latency problems but it's clear that alot of people do and that thumbnail proves it. I don't know about the other examples coz I didn't bother looking at them
Would be nice if this massive game breaking issue was addressed by SE already. I am canceling my sub till the time it might ever get fixed.
I was in titan five times tonight. EVERY time I died because of this stupid Weight of the Earth AOE. I have enough time to see it, and immediately run to the outside edge before it goes off. But guess what? That's not good enough, because of the lag. If I can't even run off of these things as soon as they appear, how am I supposed to avoid them? I am a BLM. I die easily and have low defense. I am also usually in mid-spell so there is NO time to let the final bit of the spell finish before running.
Please SE, make the lag shorter or give us an extra .5 sec to get off titan's AOE to make up for it.
If I am NOT in the aoe when it goes off, I should not get hit. I get it - japanese servers do not have as much lag. But I do here. I can't play end-game if I can't win a fight that I am pulling off all the right moves in. I feel like FFXIV is cheating. If you guys don't like cheating, why have your servers cheat your players constantly?
I really question the MMORPG credentials of someone who apparently still haven't realized that being out of the AE before the castbar is done isn't good enough to dodge it. The only way that's even possible is that you avoid every AE with a comfortable margin of error, but given how tightly tuned the AEs are in terms of timing, this implies you started the fight already memorizing all the AEs to be able to move that fast. That is fine except, if you didn't know the castbar lies, why would you decide to memorize every AE to avoid them with a comfortable margin in the first place? Because the castbar sure makes it looks like you ought to be avoid it quite comfortably like any standard MMORPG. You'd have to know that the castbar lies for you to come to the conclusion that you ought to memorize the AEs to compensate.
/10char...
i have this issue on coil im like that line is in the middle homie im hugging the wall here how is it still hitting me!!
I move as soon as I see red, I don't wait till the last second.
I already canceled my sub until they fix this.
I thought i could stand it because it would be fixed in the first weeks, it wasn't and i gave up after i found myself not wanting to log in when we were killing titan HM.
i gave up,
If someone can send me a PM when this is fixed and isn't total crap compared to any other game, please do.
is the animations and red circles/lines syncronized already? cause that has nothing to do with net problems, its just bad designing.
I strongly suspect moving the check to 0.1 will cause server lag and it'll likely be worst if you play in prime time. I've seen some pretty bad server lag on Monday in AK (e.g. Demon Wall casts Repel, doesn't take effect until 10 seconds later) and it must get a lot worse if you check 3 times as often. On the plus side, people not playing on prime time will certainly benefit from this change.
Well, the OP post had 712 likes.
SEVEN HUNDRED TWELVE.
With mine, SEVEN HUNDRED THIRTEEN.
ONE HUNDRED SIXTY FOUR pages thread.
SE's answer to this? Primal extreme fights and MANDATORY too as they will be part of the main story line.
I am not commenting on this further. I have already commented with my wallet, dear Mr. Yoshi.
Pity, I was really loving this game.... But I can live without it. Am I too old and slow (only in this game). Is my PC too old and slow (only for this game). Is my Internet connection too old and slow (ditto). Seems there is a problem here, and it's not my problem.
P.S.
Of course, the elitist "fanbois" see no problem. But then, they are always blind to problems, particularly the problems of other people. In any case, they will transfer to another game when they are finished ruining the current one. :P
this is definitely delay problems. check ur pings guys. are they over 300ms?
SE's answer was to address it specifically in the most recent live letter. They are beginning with small steps and attempting to alleviate the problem by reducing the delay from .3 down to .1 seconds in end game areas (which is going to cause extra stress on their servers). So the server will have your position more often.
I have been a very very heavy advocate of getting this problem fixed. I am not in any way defending it. I don't expect you to pay while it's still broken (nor do I expect anyone to return when it's fixed, though that would be nice).. but I want to make it clear that SE at least listened to threads like these ones and addressed it in a very public announcement, as well as making sure something to try and fix the issue was a part of patch 2.1.
What's surreal is that they would have to do NOTHING whatsoever, technically, to "fix" the problem. They should just stop designing almost all the encounters around this "dodge or die" mechanic, and when they absolutely want to use it, time it in order to adjust it for the latency problem. Should not be rocket science, as they say.
Problem, as always, is: do they really WANT to fix it? If they do, it's laughably easy. If they don't, it will never be done.
MY main problem with all this is that I usually detect BS whenever I see/hear it. Maybe that comes with age. :P
The only real way to "fix" it, as it involves more than just AOE mechanics but the way that skills activate and apply as well, would be to invest millions of dollars and redesign their live-state so that it's more in line with everything else on the market. Anything less is still going to result in a clunky feeling, skills not really activating or canceling in a normal manner, and the server not dealing with positioning well, especially in times when server load is high, packet loss is happening, or latency is increased.
Even if they did make it so most the fights are not AOE centric, that would involve redesigning the fights themselves (which would likely take months to re-design, program, test/balance). The thing they are doing is the quickest band aid they can do at the moment, and at least they're trying to fix it. I'm not confident the fix will work at all (though I am willing to give it a shot), and I don't expect people to stick around. What you are suggesting in "adjusting" cast bars and such to account for latency would end up making the fight easier for many people (those that have low latency and packet-loss and don't currently see the issue), while still not even fixing it for others.
I just don't like people acting like the problem is something easy either. I was throwing up a fuss because they weren't even addressing it at all.. didn't address it at all from launch all the way until the most recent live letter, even with massive forum posts such as this (and another I had made which was 60+ pages if I remember right). Now that they are addressing it, I'm waiting to see how that goes. I don't have to pay a subscription while they fiddle around with things on their end. I am still subscribed, but not because they admitted there was a problem (though that has restored a bit of faith in the company, and will result in my actually checking back to see what's up with it if I do unsub).
SE wont admit it, but the reason that it is the server ticks at .3 secs of position check is due to bandwidth issues. They are not financially capable of using high bandwidth, or perhaps they simply do not want to invest. And I do not understand why they would rather spend more money on art and music for the game but not for a very core function for mmos. So unless they rake more money, they wont be changing anything soon.
It'd be so monumentally stupid to ignore the problem if just spending more money on server/bandwidth would solve it that I do give SE the benefit of the doubt. It can't be the case you just need 3 times the bandwidth to check every 0.1s versus 0.3s, and at any rate the bandwidth used by a MMORPG is relatively little. I remember WoW had to change how often they checked the polarity buffs in Naxxmas during vanilia because it was lagging everyone up, and sure games were played on dialup back then, but even on a 40 man raid you'd think all the extra info you need to send to check a polarity buff would be the coordinates of other 39 players (3 integers) and their polarity status (likely a boolean).
So this problem is probably actually very hard given this game started with the wrong architecture, but just because the problem is hard doesn't mean it's not SE's fault.
One thing to keep in mind is that certain problems are very hard if not impossible with the wrong tool/strategy. A child in elementary school can do long division, but good luck doing that on an abacus (and doing it in your head doesn't count). Since SE has chosen the wrong architecture for the game, solving this problem is basically like trying to do division with an abacus, so I do understand it's hard, but it's also not my problem they chose to use an abacus when everyone else uses paper and pencil.
I'll say it again, slowly.
THE. PROBLEM. IS. NOT. WITH. THE. ARCHITECTURE.
IT. IS. HOW. THEY. DESIGN. THE. FIGHTS.
OK. THEY. CAN. LET. THE. CURRENT. FIGHTS. STAND. AS. THEY. ARE. PROBABLY. THEY. SHOULD. JUST. REDESIGN. HARD. TITAN.
BUT. THEY. SHOULD. DROP. DAMN. DODGE. OR. DIE. MECHANICS. IN. NEW. FIGHTS. AND. DO. SOME. INTELLIGENT. MECHANICS. INSTEAD.
I hope everyone gets is now.
P.S.
Getting it? Fat chance, I know. :P
P.P.S.
Another thing I know is: all this is useless anyway, as they will never change their fight design philosophy. Game companies don't do these things, ever. It would be tantamount to Blizzard suddenly favouring Alliance, or ArenaNet suddenly injecting some direction and purpose into GW2. :P
Everyone gets what you're saying.. they just don't agree with it. I like dodge or die mechanics. They can make fights challenging and fun. Yes, I would like to see more variety in the game, but I don't think they should change current fights. That also still doesn't fix the core issue (which, in case you didn't get it, effects more than just AOEs). Your "fix" is a band aid, and a poor one in that it doesn't help with other issues (skills going off even when the silence effect has been applied, such as Ram's Voice).
The core issue has to do with the game's programming. That is why in literally no other MMO is it possible to get hit by AOEs that you were out of. SE messed up with the way their game handles latency and packet loss in such a way that their game highlights and makes it worse. Every other MMO out doesn't do that, regardless of if they have dodge or die mechanics.
Your fix is your own personal opinion on how fights should be and what you personally find fun. Is that easy enough to understand or should I put periods between each of my words so you understand better?