"Only the victors are allowed to live. This world is merciless like that."-Mikasa Ackerman
"Wouldn't it be good to forget everything even if it's just for tonight? Indulge in pleasure...breathe a sweet poison deep into your lungs."
"Hatred and sorrow are power. They are yours to control. All you have to do is turn them into strength and use that strength to move forward." ~Sebastian Michaelis
Is there actually a way to get the camera to zoom out further than the UI default?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.
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).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 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.
Last edited by GrossFabio; 11-05-2013 at 05:15 PM.
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.
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