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Thread: LAGfest 2014!

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  1. #1
    Player
    odintius's Avatar
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    Mar 2011
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    901
    Character
    Odintius Baelsar
    World
    Coeurl
    Main Class
    White Mage Lv 80
    Quote Originally Posted by ReplicaX View Post
    It's really hard to gauge #s or % affected when these forums aren't the entire player base. There are also other methods via SE tech support: phone, web, live chat web, and in game.
    I can agree with this it actual is hard to gauge # or % even with phone, web, live chat etc. still even after saying that it's also a far leap to say a massive amount of people with this type of issue is correct either. There is no way to correctly gauge this as you've stated all we can do as customers depending on your stance with SE is to wait and see and provide what we can on ISP provider etc to maybe help.

    They also could find a fix to this issue for a certain group of people, but then it could inadvertently effect another group after the fix it more complex matter then other people might assume it to be. I wish there was a quick fix to this matter to where people having this issue goes away in a timely manner for those effect can agree also it can affect the game longevity if they do lose to many customer because of it.
    (1)

  2. #2
    Player
    ReplicaX's Avatar
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    Mar 2012
    Location
    Gridania
    Posts
    1,020
    Character
    Methos Ranperre
    World
    Jenova
    Main Class
    Ninja Lv 70
    Quote Originally Posted by odintius View Post
    They also could find a fix to this issue for a certain group of people, but then it could inadvertently effect another group after the fix it more complex matter then other people might assume it to be.
    Correct, in a different thread I talked about how changing the polling rate / tick rate of a server is more complex than a simple command. Increasing it requires more processing from the server but also more bandwidth between the server and client.

    This was brought up because before SE increased player positional polling in instances. Many ppl going through Level 3's backbone had zero connection issues. After the polling increase, those players started having connections issues. I believe Yoshida also talked about how they couldn't do this in non-instance areas because the processing demand would overload the servers in their current state.

    This is by no means pointing out that the polling rate change is indeed the issue as there were other changes in that maintenance. The timing of it does make it suspect to a customer, however we can't confirm this.

    This is an example of trying to fine tuning and balance a not so simple problem as the change did help some unknown # or % of players as well as possibly affected others in a negative way.
    (2)
    Last edited by ReplicaX; 02-20-2014 at 08:34 AM.