They can only use that to get back to the spin area but i see your point.
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The punishment is you get sent back? It's not a hard concept lol. Sprinting on the way back is basically the same as getting knocked off and then respawning back. The punishment is you get sent back to the beginning of the obstacle. The crystal minigame isn't a straight forward race like the 2 first round events.
Yes, because those maps work differently to the crystal minigame map? Not sure what you are missing here. The first 2 maps are a straight path from start to finish. Crystal minigame is completely 3 different shorter paths going back to the center to pick up your next crystal. That is why the punishment is "inconsistent"
How does any of this explain why it apparently makes perfect sense for one stage to give a boost to the people who are doing well and for another stage to give a boost to the people who aren't?
Not sure what you are missing here.
These two rounds also aren't that drastically different; crystals is ultimately just 3 smaller "races" in a single stage.
Because its the concept of how the race works. Lets take your Hit parade example. When you complete hit parade, you are immediately in place for the next obstacle being the purple goo with snowballs. Now take the crystals. Once you complete a path, you have to run all the way back to the middle to grab your next orb for your path, just like you would if you failed since you need to go re-grab your orb.
Essentially the sprint in the crystal course is their way of getting you to the next objective as soon as possible.
i think i would actually enjoy it if it wasn't so severely out of sync with what's happening on the screen
and it feels like the delay is a little different every run so can't even just get used to it and compensate
None of what you just said explains why it somehow makes sense for one stage to give a speed buff to the people who are doing well and for the other to give a speed buff to the people who aren't.
At this point I'm just gonna conclude that you don't actually understand the point being made, because you've willfully ignored it for about 5 posts now, and I'm tired of the back-and-forth by now.
Im getting incredibly annoyed with all the 'lag' in it, but im also seeing that in instances since 6.5.
Players move, then stop, then move, then stop instead of running smoothly. Mechanics will 'turn invisible' then hit out of nowhere even if you were not in them.
Its really made this not fun for me and i have no clue how to fix it. My system is fine, my ping is great, im fine in the outside world.
But fall guys? Dungeons? Trials? Raids? Stop, start, stop, start, lag lag LAG!
(on OCE where there are not that many players, makes me think they shifted to shoddy servers to save a dollar or two).
Players moving and stopping repeatedly sounds like packet loss to me. There could be any number of reasons for that, the quality of your internet connection, whether you're using wi-fi or ethernet, your routing to the server and issues those nodes might be having, etc.
I have to access to a live ping readout while playing the game and in my experience, on the rare occasion something like that happens to me, it has always been some factor external to the game responsible.
It'd be nice to be able to disable just the event music, I can understand people liking the music but it's a bit much for me, and I have to disable all my music completely for the whole event, and then remember to turn it back on when I leave. Not a big deal, but would be nice.
I'm on Google Fiber with an i12 CPU, 4090 GPU and 32 GB of ram and I still can't get past the red pistons and several of the other mechanics. Every time I try to get past the red piston, I get frozen in the middle and go flying. I've already resigned myself to taking the 50 participation points and leave after the first match as the only time I made it to round 2 is because we had less than 16 players.
There's two factors at play when you get hit by mechanics like that.
- Mechanic snapshots and animations are often disjointed. Your ping doesn't affect this, it's the same for everyone.
For things like the sliding bumpers or punching gloves, ~0.5s before they actually move they have already checked for collision, the animation you see later is just cosmetic. It's quite obvious on the Typhon donut map because the bumpers show their line aoe before they move, you can see how separated it is from their actual movement.
If you want to cross an obstacle like that as early as possible, you need to be 'pre-running' into it before it has actually moved on your screen. If you only react to the animation happening, you are already late and very close to the snapshot of the next cycle. Of course, you can run too early as well, so there's an element of difficulty because you need to rely on your sense of timing.Just imagine you have a clone of your character putting you on /follow and you're constantly dragging it behind you. That's your real hitbox as far as the server is concerned.
- However much ping you're playing on, will further offset the timings above by an equivalent amount. No matter how high your latency, you have the same window of safety for mechanics as someone on low ping - it's just shifted backwards in time.
Suppose a mechanic plays its animation at t = 0s, hits once every 2 seconds, and the snapshot is 0.5s earlier than the animation.
Someone playing at 0ms ping needs to start running into it on their screen at -0.5s, and they have 2 seconds of safety before the next snapshot at +1.5s
Someone playing at 200ms ping needs to start running even earlier at -0.7s, and they are safe until +1.3s.
I would hope most of us understand the whole server tick ordeal.
My problem is how inconsistent it seems
like it gets so bad that the clip in the first post... people think its the hammer hitting when its actually the cannonball half a screen away
the other problem I'm finding now is all the people grinding for 100 whenever i play it they just zip through the final round flawlessly every time so it's always a race against like 3 people while everyone else is kind of not even a contender. which is a bit annoying. I'm about 3 rounds from being done with the event forever and haven't even been close to the finish line
I think that's why I'm not even bothering to try to win now, if you get hit a single time in the final round by anything, you're probably not winning. 2 things? might as well just stop and wait for the winner to cross the line. It takes a bit of the fun out of it when you know you're done 10 seconds into the round.
The problem that some of us are experiencing is that the mechanics are not the same window of safety when dodging the same way.
When I pre-run into an area that is immediately becoming safe, sometimes I get hit, and sometimes I don't. It's not predictable due to networking issues to the FFXIV servers. From where I'm located in the United States, I have to use a VPN to go around two NTT bad nodes - Ashburn, VA and San Jose, CA. FFXIV users have complained for years about these nodes to their ISP and the FFXIV forums and nothing has changed after all of these years. With the VPN, the issue is reduced, but not eliminated entirely.
It's easy in retrospect to say "skill issue" and "this is where you got snapshot" but it's infuriating because FFXIV is the only game that I experience networking issues with.
As far as I know, big games cooperate with other games so that players try new games. Now I ask myself the question. Was a Jump & Run Game like Fall Guys really the right choice for Final Fantasy XIV? Wouldn't another game have been more suitable? Nintendo and Playstation have countless other games. So why Fall Guys? I mean who of you will Pay to Play Fall Guys after this cooperation? Me 100% not.
I haven't posted in a very long time, but felt compelled to chime in on this discussion. What I want to say is I do love this event. It is equal parts fun, frustrating, and addicting to play. I've managed only a handful of wins, a couple of those being when there was less than 8 players in the final round. I don't care about getting the 100 win achievement. I was happy getting just one, especially under the current conditions.
I've had the same issues as anyone else when it comes to the snapshotting. I find it no more severe than anything I've encountered in PvE. I don't deny that it is a crappy thing to deal with in both PvE and PvP scenarios, but it is what it is. We have to deal with it, or just not play. Those are our choices. However, there are at least a couple of things I feel we shouldn't be dealing with.
The first are the absolutely disgusting set of players who will camp out by the goal line during the race courses in the first round until they are the last ones required to finish. This only grieves the other contenders, and gives them false hope to win. It also delays the progression of the instance. It never ceases to amaze me at the poor conduct exhibited by some players in the community. This is what's called "Unsportsmanlike conduct" and is heavily frowned upon. There is an easy fix to this though, and it is simply to move the goal line up to be adjacent with the last obstacle in the course. Once you clear the obstacle, you finish the race.
The second is Manderville Mountain should not be the final round. It should be an elimination round, and the first eight players to the top should proceed to the final. The entire event should be played out like this.
Preliminary round: Manderville Can Parade, Gentlebean's Fever
Divisional round: Saucery Siege, Manderville Mountain
*All four of these shows are technically races.
Final round: The Gold Swiveller
The Gold Swiveller is not a race, and it is pure survival. Though if all contenders are 'just that good', then the player in the lead will eventually win. But this would force players to make very risky maneuvers in order to take the lead. Typhon should never be able to spin faster than top player speed, and it should be the increased difficulty of the obstacles that slows them down enough to catch his blast. This really should be the final round, and the last player standing is crowned the champion.
Another suggestion I do have is that for the race courses, there is additional MGF rewarded for 1st, 2nd, and 3rd placers. The higher the standing, the higher the reward. It would also be nice to see how everyone placed.
Other than that, I would love for this to be fleshed out into an entire game. I never PvP'd in this game until now. I know there is the actual Fall Guys, but every time I enter this thing, I can't help but envision all the wipeouts being caught and shown on instant replay, increased reactionary physics to the obstacles crashing into players, and two Japanese commentators giving the play by play and laughing their arses off at all the spills. This is just my imagination running wild, but I would LOVE it. lol.
Stay true friends.
Yeah, it's the shoddy player position update rate at work here. The server will always register your position as being 1-2 seconds (sometimes more) behind where you (the player) see yourself on your PC at home, which makes it easier to get snapshotted in AOE, etc. It all feels very sluggish and difficult to play sometimes.
Also, anybody remember the time when SE had to increase FFXIV's player position update rate to make Titan playable? I certainly do. Good ol' patch 2.1.
https://i.imgur.com/IN3QzPY.png
Source for Patch 2.1 notes if anyone's curious: https://na.finalfantasyxiv.com/lodes...c43828a#system
Sometimes I wonder if SE can increase it again without having the servers implode. It would probably make the game much more enjoyable, but they'll need more funding to roll out those server upgrades, and SE is infamous for penny-pinching.
Before the fix, it felt like the fight was designed to kill you without mercy. No matter what you did, you almost always died but on the rare moments where you live, you thought you were going to die.
Jokingly, it’s like you kill the boss and die after you get the kill credit because the game thought you were in the bad.
In all honestly, they really need to switch to client collision verification and not do it on the server side. Will people cheat, probably but eventually somebody will brag and it will get to the GMs or the court of public opinion.
Those who want to cheat will do it one way or another. Their time will come but trying to fight cheaters makes things miserable for the rest of us.
I think this is one of the best collabs we've had. I only wish there were more maps for the third stage.
I'm not sure why people are stressing so much about the title since they've already said the event will be run again regularly. Even if you have to have it now, 2 months is a reasonable time-frame to get 100 wins.
The very first time I did the event I was furious on how shitty it played. The netcode is awful at handling the effects. The crystal delivery is BY FAR the worst offender. My character is clearly out of AOE and still gets hit. Unfair and frustrating.
Feels like QA had either nothing to say or was not involved at all.
There's now literally a cheat mod that shows radius, duration, and recommends the best paths. (Taken from elsewhere, not mine)
There's nothing CBU3 can do about it since it's on our end (they're not using sniffing programs).
If you're not using it, and someone else is, there's very little change of you winning.
https://media1.giphy.com/media/v1.Y2...c7jO/giphy.gif
I am rubbish at it but would never lower myself to cheating..I am pretty old and remember watching the games guru for tips lol . I could not hold my head up with the shame I would feel cheating. I am not the greatest player but I would rather get good than not cheat. I am slower these days due to health issues and this does cause me problems but no way could I use a programme.
Well the forums didn't agree with you on that. The post in question got deleted but on the front page of the fall guys title achievement thread there was someone with around 20 upvotes stating that they thought the grind was so bad that it was okay for people to cheat.
This is my personal opinion on it. I would not cheat that is on whoever does. If the community feels ok with it then that is up to them. It does not affect me. The event game can be brutal and the grind is a lot I agree. I did not see the post as you state but it does not change my mind personally.
It was deleted. This was from a few days before it was peaking.
https://cdn.discordapp.com/attachmen...f57965f1bbc8b&
I don't think opinions should matter on this. It's against ToS and SE needs to enforce it. Instead they're actually covering up for people it seems.
Personally, i see the cheating as a consequence about putting a very difficult achievement which can only be progressed by 1 person per game because it's just a reaction to a frustrated mind, which in some way i can understand, this achievement is stupid by nature and in contradiction with Gold Saucer achievements (JACTA afaik only require max 10 victories).
But that's not a reason to cheat because it'll just make other people giving up before even trying.
I keep hammering this but SE, reward participation ! At least it'll give less reasons to cheat if you remove the frustration source.