WotL is cast at the player's position, but this too is subject to the same lag. The server decides the current position roughly 0.3s before the graphics is rendered in your screen, so if people are moving around it can seem that the circles are dropped in totally random places.Thank you.Plumes are casted on top of individual targets. Towards the end of the encounter (what people call phase five, and it's progression) more plumes are casted and the arena is smaller, making it harder to dodge? but only if not spread properly, you should not move if they don't spawn under you.
Read plumes as Weight of the Land spell. XD

I went in Titan blind, no idea when the plumes would happen and still dodged it, I went in to coil turn 2 blind, dodged AOEs. Like I said before, I am not questioning whether people are really having the issue or not. I'm just saying I rarely get ANY lag. My setup isn't special. What makes me (and others who have no issues) different from those who swear up and down it is game-wide?I will say it again people who swear they don't have issues with this, If SE changed Titan to have a RNG mechanic, say Plumes could just happen whenever as long as the skill CD is up, do you really think you would still dodge that ability with ease. I'd wager the answer would be no. Right now the delay is easy to work around BECAUSE THE BOSSES ARE SO PREDICTABLE. You know exactly what is coming next it NEVER CHANGES. It is a locked in stone pattern EVERY SINGLE TIME. That basically means if you know the pattern of the fight then you actually have MORE than the lost time from the Desync to get out of the skills way. I'd be willing to be if SE released a boss with RNG AI that a lot of you who SWEAR up and down the lag doesn't happen to you would suddenly get a problem. (Btw it isn't that you don't get the lag, you're just used to working around it)
nopIsn'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.
the time between you and the server is 100~200 ms for over 90% of the players!!!
yet the delay is 1second average!!
1second =1000ms!! thats 10x more then the time it takes between you and the server.
meaning the other 0.9sec lag comes from the server itself and also the really bad netcode they did
(its thee fault for being cheap in the servers they selected and also there fault for not having good net code programmers)
If you wait for the weights to spawn before you start moving, then unless you use sprint there's 50% chance that you're already dead..Plumes are casted on top of individual targets. Towards the end of the encounter (what people call phase five, and it's progression) more plumes are casted and the arena is smaller, making it harder to dodge? but only if not spread properly, you should not move if they don't spawn under you.
Read plumes as Weight of the Land spell. XD
dont forget non-casters cant use sprint.
Last edited by Misaky; 11-06-2013 at 05:26 AM.
That's what I want to know.I went in Titan blind, no idea when the plumes would happen and still dodged it, I went in to coil turn 2 blind, dodged AOEs. Like I said before, I am not questioning whether people are really having the issue or not. I'm just saying I rarely get ANY lag. My setup isn't special. What makes me (and others who have no issues) different from those who swear up and down it is game-wide?

I wish there was a fix for PS3 that when you zoom out on Titan....you stayed zoomed out! None of this auto zoom back in BS!
I don't have a problem dodging plumes. Even when i play with 5 second screen locks. If you know the fight, any type of small lag doesn't even matter.


I couldn't say for sure on FF14 but lag compensation coding is used in other gaming formats, it's used to throttle back quick internet connections to make a fair playing field in PvP content. The problem is it's an absolute mine field once you start trying to artifically give everyone the same amount of lag. CoD developers denied it was happening for years until players with the right networking/video editing skills and knowledge started posting evidence on youtube using expensive recording equipment.
The only solution as I see it is to make games challenging but without resorting to expecting players to react in less than a second. Don't create a mechanic that takes the healer out of a 4 man fight less than one minute in (hello Titan) where the survival rate of said healer is almost totally decided by lag. That's just asking for trouble quite frankly.
You have yourself a pretty decent connection to the game when that is going on.I went in Titan blind, no idea when the plumes would happen and still dodged it, I went in to coil turn 2 blind, dodged AOEs. Like I said before, I am not questioning whether people are really having the issue or not. I'm just saying I rarely get ANY lag. My setup isn't special. What makes me (and others who have no issues) different from those who swear up and down it is game-wide?
The issue is that being the internet and all, a lot of people will not have a perfect connection. FFXIV's network protocol starts to breakdown fast when you start to have packet loss, increased jitter, etc. Most of MMOs are able to deal with less then perfect connections, which is why they don't have as many issues.
This is also why people playing with a VPN will have improved experiences. Your game data is getting tunneled more efficiently from your house to the VPN server, and then going the rest of the way to SE. A VPN will also mask the data in such a way that it will not appear like any other protocol, and hence backbone circuits don't have any QoS to lower it (if any backbone providers out there are somehow lowering FFXIV network priority).
I'm wondering about this.nop
the time between you and the server is 100~200 ms for over 90% of the players!!!
yet the delay is 1second average!!
1second =1000ms!! thats 10x more then the time it takes between you and the server.
meaning the other 0.9sec lag comes from the server itself and also the really bad netcode they did
My latency is 130 ms.
But my cast bar gets interrupted anywhere between 900 ms and 1200 ms.
Positional check is 300 ms at worst case. 0 ms at best case.
So, it makes sense that I have 300 ms different between my best case 900 ms and worst case 1200 ms.
But then I don't know why it's not 130 ms - 430 ms. Where's that additional 770 ms lag coming from?
If it's the server, then everyone should have that extra 770 ms lag, but some people seem to not have it.
I'm wondering if there is anything that I can do on my side to reduce this lag.
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