I like when people use words to try to sound smart (not you, the guy you quoted).You know, every MMO has "client server archecture." peer to peer UDP does not work for MMOs. The issue is how much information that the server trusts the client with controlling. The more you trust the client with, the more responsive things can be, but the easier it becomes to hack and cheat as well. However, the issue at hand here isn't even response time or server delays, it's an animation delay.
Zoom out the camera.
As others have said. Welcome to FFXIV. Most of the game is delayed.
While SE do x9999 better in terms of delays compared to 1.0, it's still far from being in-par with other MMO's.
Look at animation of red circles, the explosions happen after you're already gone far from it, instead of making the explosion animation happen when the red circle is still there (and have the explosion animation disappear along with the red circle, and not long after the red circle had disappeared).
Because SE apparently didn't learn from their biggest 1.0 mistake that not everything needs to be verified or relayed by the damn server.
animation lockout has nothing to do with lag. If they wanted to, they could have the instant abilities have the same input delay as any other skill, they just chose to make skills unresponsive.
Questing is like participating in an Old Spice Commercial - Talk to me, talk to him, talk to me, talk to him, Now Talk To Me...Sadly, you are not done, back to him, look there, its that mob I never liked, back to me, back to him...I'm in the Waking Sands.
1 - What you are describing is the Internal Global Cool-down. No matter what ability you use (on or off GCD) it initiates a ~1.33 second internal global CD. This is by design.
1.5 - This is NOT animation lock. I repeat, this is NOT animation lock. Take, for example, Rage of Halone and Spirits Within. If you hit Rage of Halone, the animation takes roughly 2 seconds to complete, the damage, enmity, and str debuff will not be applied until that animation time is finished. HOWEVER, you are absolutely allowed to use Spirits Within on the 1.33s IGCD timer. RoH animation will stop, you will begin SW animation, RoH effects will apply, and then SW effects will apply. Limit Breaks break these rules. They have true animation lock. I think a better term for the traditional delay between activation and application of an ability should be "Animation Delay."
2 - Yeah, that sucks. I know exactly what you are talking about, and with my internet and my PS3 in some rare cases my abilities will not combo until WELL after the GCD refreshes. Which sucks because I play PLD and MNK primarily lol.
I will also say: Sometimes I feel like on skills like Spirits Within or Selene's Silence and a few others that the abilities seem to get "stuck." i.e. if I spam the crap out of them they seem to just light up over and over but never fire off. If I just hit them at a moderate pace (even repeated) they will go off when iGCD is over - but if I am trying to jam something in before everyone gets hit by Ram's Voice or High Voltage...my human instinct is to blast the button as hard and fast as I can!
Last edited by Ehayte; 01-21-2014 at 01:31 AM.
its called animation lock. Even though its OFF GCD you still have to wait for your animation to end from what ever skill you just used before you can use the next ability. Even if its Off GCD. Each animation has about 1 second duration. So say you use Rage of halone and you have 2.5 second GCD 1 second after you cast RoH you are able then to use 1 off GCD skill. .5 second later you can use a GCD skill and soforth and so on.
Yeah, I noticed this today. The animation lock is a terrible idea. You sacrifice efficient and skill based gameplay, for looks. It's an unnecessary RPG element that hinders the fun of the game. I respect the idea behind it, but it's only superficial and it gets old fast. Maybe SE will read this and do something about it. It would be nice to see if they are willing to sacrifice their need for style to give us a better experience. Games like this are about the players and what we want, what is fun. It's up to them to decide which is more important. If they ever want to add any impressive tactical fight mechanics, they'll need to make the game more precise. Precise and skill based gameplay> style and animation appearances.
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