http://youtu.be/ripyJWGWNIo?t=11s
But, please remember to zoom your camera out all the way.
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http://youtu.be/ripyJWGWNIo?t=11s
But, please remember to zoom your camera out all the way.
LOL XD you sir have a sense of humor. I like it :3 !
http://i.imgflip.com/4ll83.jpg
I'm going to need an explanation cause I couldn't really follow...
hes casting a low casttime spell while moving 'cuz server does its update on what players are doing right now too slowly.
thus beeing able to cast spells with short casttime while moving.
another proof that netcode / server whatever is causing this are bullshit in this game.
I'll take a shot, it basically shows that servers themselves are laggy.
What we saw: WHM running around constantly and able to cast spells that require the caster to stand still.
What this means: Due to lag, the server ends up thinking that you are standing still half the time, which inturns, means that when people are running from pumes etc, even though they have cleared the danger zone, the server is thinking they have not (thx to lag).
The video just demonstrates how bad the communication between the FFXIV server and client is.
I cast Esuna 4 times in a row without taking my fingers off a movement button because the communication between my client and the server is awful. This is essentially the root of the problem why people die like 10 yards away from where they got plumed.
Its very random for me. Sometimes I am way out and get hit... others I am sure I am getting smacked but am fine.
So it's almost 1.0 seconds off at times? That's atrocious lol.
B-but guys...if it didn't happen to me, it didn't happen at all!
its funny cuz I can cast 1 sec spells while moving too, but I dont have any problems dodging plumes
Isn't lag something that happens between you and the server? I don't think SE decides the route your connection takes nor manages every hop in between, as I've heard a few of my friends significantly improving their connection by using a VPN service. I still don't see how the lag is SE's fault. The 0.3 sec position checking certain doesn't cause problems as severe as shown in the OP.
Yup and still no response from the devs. Gotta love it >.>
The reason Yoshida is playing the zoom out card is because he feels it's all FPS and has nothing to do with latency.
Much like converting a completed storyline quest from a green to a gold can take up to a minute is fps, not Latency.
Much like the NPC will take up to a minute to appear is FPS and not Latency.
Much like Auto synthesis is 3 synthesis ahead when you cancel out, spamming the button is FPS and not latency.
Noob tip SE: Your gear is fine. Buy a cheap AC.
Yoshi just showing how out of touch he is if he thinks that zooming out is the reason players aren't beating titan.
While the camera was at a distance, it wasn't zoomed all the way out. If you zoom all the way out as far as you can, it should correct this.
Zooming out helps for nonlatency issues, but isn't the solution to the problems people have been having.
I always keep my camera at max difference. Always. I don't even think about it anymore, soon as the camera goes in, I automatically bring it back out. That's a habit I got from playing PvP where I want to be able to always see the playing field as best I can. And yet I still get hit by landslide/plumes even when I am far away from them.
Server lag exists /fact
Your video proves nothing /fact
The only reason anyone is dying to Titan now is bad skills or a sudden huge lag spike (The kind where your game suddenly skips). All his moves are entirely predictable, you should have memorized when to start moving away and spreading out for plumes seconds before he even starts and keep on moving, don't stand still if it helps. Be mindful of where everyone else is also and where they're moving to.
I'm not saying lag isn't an issue, but a small latency issue like this shouldn't be why you're dying to Titan.
It's pretty disappointing to see these problems in ARR since the number one reason they decided to rebuild the game after 1.0 was to better deal with these kinds of issues.
Unfortunately I think this is beyond fixing save for another overhaul as there looks to be fundamental issues with their server-client structure again.
Is there actually a way to get the camera to zoom out further than the UI default?
And on topic, the additional 200-300ms ping I get makes getting out of any circular shaped damage ability an absolute crapshoot unless I'm almost at the edge to start with (slugs for instance, I still get hit roughly 50% of the time even if I'm already moving away when the cast bar starts and appear to be at almost max casting range to the target on my caster classes).
I will concur, that it is adaptable. In fact speaking for every encounter up to Titan HM, they are all predictable. But that's the thing you know whats coming next so you actually have some lead time (which can add up to even more than the lost time from the desync) before the skills come out. Let me ask you this do you think you would do half as well if say Plumes, or Landslide for example were Random? (IE the skill has a CD that happens after its used but once the CD is up it can go off whenever) Now I still imagine it would be doable, but most players wouldn't do well at all with this kind of mechanic with the desync, since your getting a lot of your reaction time cut off.
The camera in that video wasn't zoomed out enough. I demand more zoom!
Hmm... I guess SE's next step will be to increase cast times on spells with very short cast times!!
SE's logic working as intended!
Same with me, I found that the best way to avoid being hit for an AoE due to server lag is to pass through the enemy (for example the Dullahan of AK).
I think part of the problem is the sync between attack animation and cast bar, for example, enemy begins casting -> danger zone is displayed -> enemy end cast -> danger zone disapear -> attack animation goes. This makes possible to go out of danger and back to the attack animation without being hit. Maybe things could be better (I'm not saying the server update isn't a problem) if the cast bar and attack animation were synced.
Edit: This problem was worse in the beta 3, but still is far from acceptable.
Sometimes works, but sometimes doesn't. Unless you react the second that cast bar appears (it may be at 0% on your screen, but on the server it's already at 15%), chances are you're gonna get hit even if you run behind the mob.
If you think that a 1 second delay for a select group of players is worse than 1.0 then you didn't you play 1.0. I occasionally get positional lag, but most of the time it is 100% accurate. Definitely better than the "If you aren't out of it before the move starts, you are going to die" every player experienced.
I'm curious where all of you guys are playing from. I'm in California have no real problems and I would go as far as to say it is more accurate of a positional update than I had for WoW. I play with mostly people from the East Coast and none of them really have a problem. The only unpredictable connection is from our German player who I've seen die from cannons on ADS when he was standing next to the furthest ranged player. Our leader lives near Scotland and he doesn't have an issue, which has always lead me to believe it's mostly a client side connection problem with some server side issues mixed in.
I wonder how is that even possible. When you are constantly running server dont get any kind of info you have stopped. This should not be possible even with ping over 9000.