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  1. #41
    Player
    TraeSnow's Avatar
    Join Date
    Sep 2013
    Posts
    104
    Character
    Deo Luminai
    World
    Adamantoise
    Main Class
    Arcanist Lv 90
    I have this issue and I was told by several people that it is based on the enemies casting. If you are still in the red affected area when the skill is done casting, you will get hit regardless if you run out of range because technically the skill is already complete, they are just waiting for animation.

    This is what I was told, it sounds logical but I don't know if it is true or not. I get by AoEs that I am not in a lot. I am usually with a good healer so they can still keep me alive. Sometimes it gets so bad that I just stop dodging all together, why should I waste time breaking my rotation to dodge when I am just going to get hit anyways? Might as well take the hit and keep my dps going.
    (0)

  2. #42
    Player
    Kiteless's Avatar
    Join Date
    Aug 2013
    Posts
    432
    Character
    Bluethroat Cantus
    World
    Mateus
    Main Class
    Gunbreaker Lv 89
    Read my post on the previous page. This has nothing to do with the 'casting' of an ability, and everything to do with the awful netcode.

    Hell, depending on your connection/distance to the server, and just how temperamental it's feeling on that particular day, getting out of the AoE range before the casting bar fills might not be enough to help you.
    (0)

  3. #43
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    Quote Originally Posted by Kiteless View Post
    Since this is a problem that apparently existed all the way back in 1.0, I seriously doubt it will ever be fixed.
    Oh no no no, I can assure you it was much much worse in 1.0 and has improved dramatically but that is more a testament to how garbage the original servers were.

    I haven't had much trouble with AoE's myself but I have a feeling that Duty Finder/instance congestion is the source of it as it seems like it has gradually been becoming an issue for people when it wasn't earlier on. In fact with the engine changes they made once phase 4 rolled around, the AoE Lag was nearly completely gone after being a pain in the ass in Phase 3, but it has since returned. Hopefully by segmenting the Duty Finder further it will help alleviate these problems.
    (0)
    Last edited by Estellios; 09-12-2013 at 11:38 AM.

  4. #44
    Player
    Kiteless's Avatar
    Join Date
    Aug 2013
    Posts
    432
    Character
    Bluethroat Cantus
    World
    Mateus
    Main Class
    Gunbreaker Lv 89
    Or they could just do the job right and make it so that player hit confirmation is handled clientside. Yes, that makes it easier to hack. That is why we are supposed to have GMs.
    (0)

  5. #45
    Player
    Estellios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    4,250
    Character
    Yoso Carrasco
    World
    Hyperion
    Main Class
    Monk Lv 77
    I never said they shouldn't. Just letting you know it is much improved than it was before and will likely get resolved through one method or another.
    (0)

  6. #46
    Player
    saber_alter's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,811
    Character
    Lyrre Myste
    World
    Cactuar
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Kiteless View Post
    Read my post on the previous page. This has nothing to do with the 'casting' of an ability, and everything to do with the awful netcode.

    Hell, depending on your connection/distance to the server, and just how temperamental it's feeling on that particular day, getting out of the AoE range before the casting bar fills might not be enough to help you.
    i know quite a few players that have experienced that (including myself). titan is hell because of latency issues (and medics never paying attention to the floor >.>).

    and just because cast time has nothing to do with it doesn't mean its a bad thing to use as a relative gauge to get out of the line of fire. sure its impossible to know when the action is actually done, but the majority of the time your safe if you get out before the bar fills. (not that it should be relied on, constant movement is still the best way to stay alive vs AOE)
    (0)

  7. #47
    Player
    Pinch's Avatar
    Join Date
    Aug 2013
    Posts
    28
    Character
    Pinch Felicious
    World
    Cactuar
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Kiteless View Post
    Or they could just do the job right and make it so that player hit confirmation is handled clientside. Yes, that makes it easier to hack. That is why we are supposed to have GMs.
    Do it right? No MMO's give the client control like that.

    What FFXIV needs is proper collision prediction on their AoE's. I'm fairly certain that their AoE collision is just a simple check that does not compensate for latency at all, which would explain getting hit by stuff that you clearly seem to be out of.

    A collision prediction system that would compensate for latency would work like this:
    - AoE spell finishes, create a list of players it would hit.
    - Calculate each player's predicted position (i.e. where they will probably be on their screen) when taking latency in to account, which would be: (current position) + (velocity) * (latency)
    - If the predicted position is outside of the AoE, do nothing, otherwise, hit them.

    Since players are generally going to move in a straight line to get out of AoE, a simple prediction like that is very safe. For extra security, the server could check where the client was when the AoE went off on their screen, and hit them if they were still in it.
    (0)
    Last edited by Pinch; 09-12-2013 at 12:25 PM.

  8. #48
    Player
    Shmashed's Avatar
    Join Date
    Aug 2013
    Posts
    35
    Character
    Navin Johnson
    World
    Malboro
    Main Class
    Arcanist Lv 51
    Sadly, this is what mmorpgs have been reduced to. Don't stand in red stuff or game over. 99% of each boss fight you can practically hit random numbers, but if you dodge the red stuff, you'll probably win. All thats missing in the dungeons i've done so far is the standard SWTOR brick wall of "Kill this boss in X minutes and Y seconds, or we ramp his damage up 1000% all at once and he just starts one shotting everyone. God forbid we raise it incrementally to create a soft wall, lets just make it a nice, crisp cutoff point.

    Worst part is, people LIKE IT....thats why they are all made this way now.
    (0)

  9. #49
    Player
    Ruprect's Avatar
    Join Date
    Aug 2013
    Posts
    206
    Character
    Ruprect Castiect
    World
    Leviathan
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Kiteless View Post
    Stuff like this: http://www.youtube.com/watch?v=G5g4TM1fkCg

    EDIT: That video isn't me, nor is it made by me. It's just an example of this awful mechanic.

    Is incredibly tiresome. If you're not going to do the job right and fix the awful latency on enemy AoE attacks, reduce the penalty for getting hit by them. Also note that I'm playing from Canada. This isn't just an issue for people playing in countries far away from the data centre, this is a problem that exists no matter where you are.
    This is a known issue as it is in the accepted bugs forum:

    http://forum.square-enix.com/ffxiv/t...ects-everybody)

    I would assume they are working on it then.

    The biggest problem I see is that your position is pinged only 3 times a second. That means everyone has a 333ms lag plus whatever lag you have from the server and they are not accounting properly for it. So I have a 50-60ms lag to the server, so in essence I have about a .4 second lag time after moving out of the red circle. That is almost a half second lol. I cant imagine the people that have like 80-150+ms lags to the server.
    (0)
    Last edited by Ruprect; 09-12-2013 at 12:35 PM.

  10. #50
    Player
    Yunnie's Avatar
    Join Date
    Aug 2013
    Posts
    166
    Character
    Sarah Leonhart
    World
    Goblin
    Main Class
    Gladiator Lv 80
    I only have this problem when I use duty finder. I do not know exactly how duty finder works, but I do know that I rarely play with people from my server.
    So I ask this, If I normally play on a NA server, will duty finder only place me with other NA players that play near the server that I play on?

    What if this is not the case (which I'm fine with because I would love to play with other people from across the world), would I ever be placed into an instance not near me locally? And if so, could that be a reason for the problem at hand?
    (0)

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