I explained my reasoning many posts back when this was first brought up, look through.
I explained my reasoning many posts back when this was first brought up, look through.
For fights reliant on reaction time, I only wish they synced up the enemy attack animations, and when the server declares you hit, better.
There shouldn't be these pregnant pauses between you declared 'hit' for an attack, and then the animation playing out after the AoE zone disappears, and then finally you getting your damage numbers/knockback/etc.
It's all too stilted at it stands, and doesn't help the "I was clear of it!" situation much either when animation has priority on everything.
On that note, I'm baffled knockback attacks are done client-side. Can go in a completely different direction than what you should have been if you lag for whatever reason when hit by one (or the server farts, which happens often to me on Demon Wall for whatever reason).
I want to force the devs to fight titan with 300 ping combined with the game's stupid disjointed action/casting/animation system PLUS random lag spikes for no reason at all (edit: there's actually a reason, the servers are garbage). Have them do it for a week straight on their office hours and extend another week if they dont have a 95% win rate for that week. Including Yoship himself.
Last edited by Gardes; 01-03-2014 at 06:33 PM.
Totally agree. Maybe next Q&A, tons of us should ask them if they actually play their content on live circumstances. In difference situations, like the above one. If they cannot more then 25% pass after like 50~ tries then they need to twitch it.I want to force the devs to fight titan with 300 ping combined with the game's stupid disjointed action/casting/animation system PLUS random lag spikes for no reason at all. Have them do it for a week straight on their office hours and extend another week if they dont have a 95% win rate for that week. Including Yoship himself.
The root of the problem lies solely in the server-side detection of avoiding an AoE. The Primal fights are not a level playing field for all players, they scale in difficulty dependent upon your location relative to the server, and how loaded your link to the server is. This, coupled with die-once/stay-dead penalties for a number of the fights, which then in turn generally causing team wipes as a result, makes a number of the instances extremely frustrating for significant portions of the playing population. For me, after looking at the extreme primal fights online, I already know that they are utterly impossible with server-side hit detection for my network latency, even with WTFast running. It is disappointing to pay for a game that sections of the content are effectively excluded from play due to technical difficulties.
This fight is my personal favorite. While I do agree with the Extra Credits video, I do not think this game is just "punishing". I can't really think of any instances where there is no way to outplay something the game thorws at you except for twintania's liquid hell spam which is just bad luck. When you (your party) fails the attempt to retry is close to instant.
Some extra thoughts: some people lag, but that is in general something SE has little control over. Personally I've never had this problem.
Some people are too slow, get better...
Lastly and probably most frustrating, this is not a single player game. This means that in a fight that is difficult it does not require you to make a mistake for you to lose, but any of the other 7 players in there. Tio add to your frustration, it is very easy to think that you are doing the correct thing most of the time (people that play any MOBA can probably relate).
I didn't cleared it yet, but I find the fight pretty fun. I love Titan HM and now I am loving it EX.
Seems like OP never played Dark Souls![]()
there are two kind of people.. these who love Titan and these who dont love it YET ^^
I was someone who made fun of people who thought Titan HM is hard, EM is not fun. the timing on Extreme Mode is so tight that on my (pretty decent, i thought) connection avoiding weight of the land is basically a dice role. It's not fun because there's not really any skill involved. It's not like HM where you just have to memorize stuff. While some of the additions (like the double gaol) are clever, the instant death dodge mechanic is basically luck unless you live next to the server thanks to the nature of network latency and the FFXIV staff's refusal or inability to make stuff like this operate client side.
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