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Pretty sure they've explained this before. Most of us know it's server response time.
They can explain it all they want, A simple fix while they're still working on the servers would be to extend the time of the attack by a single second. I'm sure it could be done in a hotfix
Last time I fought Ifirit his attacks did seem to take longer to take off...maybe that's just me though.
lol I hope this thread goes on for double digit pages. I love Paint explanations.
It brings me back to a time when LS leaders would send you a Paint document over AIM to explain the strat....../nostalgic
Maybe you should try running while castin-oh.
oh...
Oh this thread. How I've missed thee.
that is indeed hilarious. I would agree , untill lantency is fixed they should indeed increase the time the cracks pop from what it is now to an additional 5 seconds, what your window to run away would be if there was no latency. That being said , however, avoiding these cracks are not imposable.
1) just assume its always gona be eruption when he dose a TP move and be ready to run
2) he will get in , what looks like , a push up position right before he dose Eruption.
3) if your in the cracks when you first see them , your already dead. better to die where you are then to block your PT members safe passage ways if cracks spawn on your dead body. LMFO, everytime this happens I laugh my ass off.
"OH CRAP!! Cracks RUN!, WTH!!?? -.- dude, cracks spawned on you and you blocked us now we are all dead -.-"
Not to be "that guy," and I disagree with the lag as well, but you shouldn't honestly ever be getting hit by any of his TP moves. He does them incrementally and always uses one after Hellfire. Just always make sure to run toward the entrance once cracks pop beneath you and you should never have a problem.
You're right, but I'm pretty sure we've all seen those freak cracks that hit you, presumably because you lag out. I mean once I was already running when a crack spawned under me, just kept running and didn't change directions, and yet it still managed to hit me. o.0
It would be nice if there was some sort of "check." Like, when the crack spawns on your PC, the client sends a timestamp to the server, which will then time the "hit" based on when you saw the crack, rather than when it decided to send out the crack.
Yeah, no. I run as soon as the cracks appear on my screen and I still manage to get hit, even if it looks on my end that I am way out of range. And when it kills me, I will then see my body slide across the floor. Same for the lava. I'll run to a safe area, have enough time to stop and position, and still blow up when it goes off. Griss posted a video on these forums showing exactly what I describe above. What is going on is not the players' fault.
Just don't do Ifrit, it's a load of horse crap! If we all stop doing it maybe they will actually do something about it.
That actually happens due to the same reason the ifrit eruption thing happens. By the time you started moving (Specially with fast-casting spells) on your client, you have already finished the spell in the server.
It is weird, mind, that from the looks of it you client requires confirmation from the server that it is already in fact starting to cast the spell, so that latency period plus the latency period of it waiting on confirmation that you did indeed move causes you to have already casted the spell way before you're seeing it happen.
Yea, I get the same problem. Sadly its nothing they can really fix unil they implement their new servers and stuff with 2.0
The sooner you just embrace your death the sooner you are at peace.
lol
It's client-sided stuff like this which make hackers goo themselves. Client-sided timestamp huh? Alright I will make it so that I am standing at initial spawn spot during entire Ifrit fight by overriding what FFXIV knows and tellng the server what I want instead. Look at me!!! I can cast in the middle of eruptions! WOOO~~~*gets banned*
You answered your own problem, pretty much.
But in all seriousness, I'm not suggesting that the client relay your position like that, at all. I'm just saying to use a TIMESTAMP, so that the server can time the attack based off when you see the animation.
21:42:01.0 - Server decides eruption will happen on you.
21:42:02.5 - Client receives information.
------------- Client sends "21:42:02.5" to server.
21:42:05.0 - Server receives message.
------------- Server deals damage from eruption exactly [however long the animation is] from 21:42:02.5, up to a max of 3.5 seconds extra (if your delay is longer than 3.5 seconds, {That's too bad.}
This doesn't fix everything, i.e. there is still the lag between when you move and the server knows you moved. But it will help in some of the more extreme cases that people claim to have.
I have noticed something really weird. when plums come out and I'm not over them and i never moved i will still sometimes get hit with it. I have learned to live with it but it couldn't be lag since i never moved. Not a huge issue but I thought I would point that one out.
lol
I still have yet to meet 1 person who could not improve their timing to avoid eruptions, no matter how bad their latency. Ifrit is such a joke to time his WS's i just laugh at these threads.
Sometimes if you're watching really close (like if you're resting MP on THM or something and have nothing better to do) you'll notice that the fiery explosion animation (that comes with damage) doesn't always match up perfectly with the red circles. Occasionally they're just a little off-center.
All I do now is instead of trying to look for a gap or a free spot, i just run into another plume and by the time the server detects where i am, i am usually between them, or in a safe zone. I have ran directly into middle of another out of my original and not been hit lols.
Its so bad, SE need to just add 1-2 seconds onto it to help. But of course they wont, they dont care or it would be fix'd now.
its not latency, its not server, its the client only sending pos to the server every 1000ms
Oh, yes! Yes you are in fact correct, now I remember! I have in fact seen a youtube test of a man dualboxing just to showcase that, your position is in fact not instantly updated to the server at all times but only at certain time intervals, that's why if you run around in a perfect circle around your friends he'll see you making straight lines in a triangle around him :D
Eh.. I disagree. There's a registry mod you can do that will allow you to send / receive any amount of data at what ever rate your ISP issued your speed.
And It is latency.. that is WHAT latency is.
Anyways moving on.Quote:
1) In a network, latency, a synonym for delay, is an expression of how much time it takes for a packet of data to get from one designated point to another. In some usages (for example, AT&T), latency is measured by sending a packet that is returned to the sender and the round-trip time is considered the latency.
The latency assumption seems to be that data should be transmitted instantly between one point and another (that is, with no delay at all). The contributors to network latency include:
Propagation: This is simply the time it takes for a packet to travel between one place and another at the speed of light.
Transmission: The medium itself (whether optical fiber, wireless, or some other) introduces some delay. The size of the packet introduces delay in a round trip since a larger packet will take longer to receive and return than a short one.
Router and other processing: Each gateway node takes time to examine and possibly change the header in a packet (for example, changing the hop count in the time-to-live field).
Other computer and storage delays: Within networks at each end of the journey, a packet may be subject to storage and hard disk access delays at intermediate devices such as switches and bridges. (In backbone statistics, however, this kind of latency is probably not considered.)
2) In a computer system, latency is often used to mean any delay or waiting that increases real or perceived response time beyond the response time desired. Specific contributors to computer latency include mismatches in data speed between the microprocessor and input/output devices and inadequate data buffers.
Within a computer, latency can be removed or "hidden" by such techniques as prefetching (anticipating the need for data input requests) and multithreading, or using parallelism across multiple execution threads.
3) In 3D simulation, in describing a helmet that provides stereoscopic vision and head tracking, latency is the time between the computer detecting head motion to the time it displays the appropriate image.
Its really not that much of a problem...most of the time ppl just start running too late. Course, no one will admit that to themselves so they'll rage at the server, blame SE for latency, or whatever the case may be. Granted, FFXIV has quite a bit of server latency, but it's always been there and doesn't just show up in Ifrit. Idk how many ppl have noticed, but FFXIV registers "hits" and "misses" sometimes before you even see the skill animate. Most of the time itll register as the skill *starts* to animate. What does this mean? You are not fighting in real-time...not really. The game registers things before you see them, which is obviously really weird but not impossible to get used to. And quite frankly you *should* be used to it by now.
As an example we'll use miss abilities. I can hit a miss ability as soon as the mob starts to attack me. If its a miss my ability will go off. Now why do you think that is? Its simple..the game registers information before I see it. That means you have to either *predict* or react *very fast* to things that are happening. With Ifrit's cracks/plumes you need to cleare them *almost* instantly. If you are a second too slow, and I mean it, its too late....the game already registered the damage and once your computer catches up you will be dead. If you've paid attention to any of your Ifrit deaths, youll notice that you die before the cracks even explode. Again, this is because information is registered before the action plays out on your end. Obviously this is a latency problem, but its not unworkable.
Long story short, death on Ifrit is *usually* the fault of the player. I'm not saying latency isn't a problem, but i've done Ifrit many times and you can run it without dying at all pretty easily despite the latency. You just have realize that you can't afford to be delayed even slightly if those cracks show up, or those plumes show up. The dmg happens before you think it does, so everything needs to be handled preemptively. This means you have to be careful about the risks you take and when you use skills. Even the tail end of an animation when cracks show up means insta-death.
And how does one go about changing this ?
Its the first I have heard of it.
It's not quite that simple.Quote:
And It is latency.. that is WHAT latency is.
1) Network latency - the latency you get from sending data from your computer to a server
2) Server latency - the latency created by processing of data on a server.
2 is what we currently have the biggest issue with, its the whole reason we are getting new servers.
refer to this: http://windows7forums.com/windows-7-...tency-fix.html
Edit: This barely made any difference.. a lot of the problems also has to do with horrible programming of the game. If the programming was done accurately and tested thoroughly game play would be more streamline / smoother.
Another game with bad programming would be Gears3 where it looks like it's horrible lag but it's primarily due to bad programming.
or you can stop being a gimp and then whining about it.
im i the only one in the US that waits for ifrits attacks to run away? i rarely die on an ifrit fight. and i do hear a lot of people having an issue with lag. but to me every time people fail they blame the lag.
Ifrit's been out for how long now? And you're still getting hit by these?