I have cleared every end game content, never got carried, never was the "weak link" with 400 ping that goes down to 300-320 with WTFast. Don't let it stop you or discourage you, you will be fine.Coming from Guam, and using WTFast, my latency is around 220ms. So far now I can get through all the way to Garuda HM and the Labryrinth. But I don't know about Titan HM. I wonder if there is a brickwall I won't get past. Its starting to be that way for me.
My last MMO, Age of Wushu, has servers in the US West Coast, and I can get 150ms. I have no idea why SE puts their servers in Toronto. I also play Mechwarrior Online which has servers in Toronto but at least hit registration is client side on that game.

This is bad advice. We should not be altering our gameplay to make up for terrible latency/game design. I /facepalm every time I see someone say that you need to memorize the fights and start moving BEFORE the AOE goes off. We shouldn't even need the red circles on the ground. As the monster raises his hammer way up in the air and emotes IT'S HAMMER TIME you know that you need to get away before the hammer hits the ground. In this stupid version of said events he would raise his hammer up and a circle would appear on the ground. I have to move out of the circle asap THEN he starts his swing and the hammer comes down. I could have moved out of the circle and then back into the aoe area when the hammer hits and yet I take no damage. What kind of idiot came up with this nonsense? Seriously. It's some of the worst game design I've ever seen.
Clearly you dislike the game design.This is bad advice. We should not be altering our gameplay to make up for terrible latency/game design. I /facepalm every time I see someone say that you need to memorize the fights and start moving BEFORE the AOE goes off. We shouldn't even need the red circles on the ground. As the monster raises his hammer way up in the air and emotes IT'S HAMMER TIME you know that you need to get away before the hammer hits the ground. In this stupid version of said events he would raise his hammer up and a circle would appear on the ground. I have to move out of the circle asap THEN he starts his swing and the hammer comes down. I could have moved out of the circle and then back into the aoe area when the hammer hits and yet I take no damage. What kind of idiot came up with this nonsense? Seriously. It's some of the worst game design I've ever seen.
I like it as it is, I like moving in advance of time and learning an encounter.
I can't see SE changing direction on this, so if it really is game breaking for you, you may need to play something else. Adapt or do something else is really all I can suggest.
Complaining about it, as people have been since release, is not changing things.
Last edited by Will01; 12-30-2013 at 09:03 PM. Reason: Char limit :@


That's actually not completely true. The complaints have gotten SE to reduce the time between position updates from .5 to .3 seconds going from beta to launch, and from .3 to .1 seconds (for end-game dungeons) in the most recent patch.
They are not likely to actually change the netcode itself though. Which is why I've started to suggest if people are still having enough trouble, they should play a different game. That doesn't mean that I think the game is fine as is. I think that if they can't make it less clunky, and don't eventually fix the netcode and/or fight design, then people will just quit out of frustration. Kinda like a portion of what happened with 1.0.
The problem isn't even having to move in advance really, the problem is that if you experience a latency spike, if their servers are bogged down, if you get packet loss, you can still get hit.. regardless of how much you learn an encounter, or how much in advance you move. You position just isn't hitting the servers before the servers decided you take damage. When you combine the frustration of being hit when you saw you were clearly out, plus the players in game yelling at you (this mainly happens in duty finder or pugs) for getting hit and calling you names.. well it really doesn't make for a good gameplay experience. I've had several friends who quit due to it, and then came out to see if it was better in 2.1 before canceling subs again.
Getting hit when you were clearly out of an AOE before the cast bar ended should never happen. Not even .1% of the time. Seeing a heal go off for more than I got hit for, but still getting killed by the hit that came right after should not happen. Those are not things that SE purposefully programmed into their game. They are side effects of a netcode that was built around the infrastructure Japan has for internet. People complaining about them have very valid complaints, and SE obviously realizes this to some extent as they have tried to bandage the problem twice now.. in addition to highlighting that as one of the things that was going to be fixed from 1.0 to 2.0, even though it wasn't.
I definitely don't think people should stop complaining. The moment they do is the moment SE figures everything is hunky dory as is, and stops attempting to do anything to address the problem, even little band-aids.
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