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  1. #11
    Player
    Atma's Avatar
    Join Date
    Jun 2011
    Posts
    163
    Character
    Shiari Eventide
    World
    Excalibur
    Main Class
    Samurai Lv 100
    I suspect it's more about load on the test server then true latency. Do not forget that the internet does not care about how physically close you are. If you have different ISPs and you are connecting to your neighbor over the internet, your packets could easily be going to Chicago, or Denver before the first point where the two networks peer exists. It is well known that the japanese players did have a significant latency advantage in FFXI, but I would not think that alone accounts for this.

    And of course gaming is all about wants, but it is a balanced metric of "what do we want more?" Do we want a far more playable game, with content, systems, and mechanics that work to create a fun experience, or the interface to be half a second more responsive. We want both, but which do we want first?

    It's been, quite frankly, too long and this progress in my opinion too small, but let us not berate progress simply because it is not perfect. I would rather have improvements in a flawed state then berate them for minor imperfections and have them start holding off everything until it's been through 6 months of rigorous QA to make sure it is flawless, wouldn't you?
    (0)

  2. #12
    Player
    Shozokui's Avatar
    Join Date
    May 2011
    Posts
    18
    Character
    Rai Ito
    World
    Hyperion
    Main Class
    Lancer Lv 50
    The internet doesn't care how close you are? Are you high? Do you know anything about network traffic?

    In the game you're faced with a term known as "Animation Lock." Due to the current stamina implementation, you can queue new actions before the previous animation has ended. I speculate that this won't change very much with 1.18. However, you can't do anything else such as stop attacking, move, get out of the way of the TP attack that's going to 1 shot you, etc. It's an obnoxious system horribly put together.

    To clarify, you guys should probably look up how the UI works and is built. Compound that with server-sided decision making and all servers being overseas for US players, and you have one horribly in-efficient system in which you end up pressing the button 5 times before something actually happens. By then, it's queued it several times so you cycle through active/passive repeatedly.

    How can you enjoy new content if the game still plays like FFXI with down syndrome? The content won't be flawless. Based on description, it will be Nyzul Isle +1. If you played XI and did Nyzul Isle, you'll recognize that it was 100 levels of running back and forth repeatedly to touch random crap and then every 20 levels you got to get a fancy new piece of askar or similar with a mindless boss fight where you didn't have to do anything special in particular or coordinate much. Except this time, the loot just falls to some random person rather than being able to even cast lots. What happens if some D-bag gets a drop and it's supposed to go to someone else? He just keeps it and the other is screwed.

    In conclusion - Animation lock sucks, input lag is here to stay, and here's to hoping the "raids" are similar to what they stole the name from, WoW.
    (0)

  3. #13
    Player
    Xquiel's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    450
    Character
    Xquiel Kun
    World
    Hyperion
    Main Class
    Weaver Lv 50
    I completely agree with you, after one second that I use the skill mobs takes damage, and plus one second more the animation starts... this makes the battle slow. Also in the video, the auto-attack have the same delay =(
    (0)

  4. #14
    Player
    RedAffinity's Avatar
    Join Date
    May 2011
    Posts
    382
    Character
    Au Rore
    World
    Midgardsormr
    Main Class
    Thaumaturge Lv 50
    *Readying ___insert ability___*

    *wait 1-3 seconds*

    *Ability execute*


    ........are you kidding me? it HAS to be fixed.
    (1)

  5. #15
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    296
    Quote Originally Posted by Shozokui View Post
    The internet doesn't care how close you are? Are you high? Do you know anything about network traffic?
    The internet doesn't care about miles. The speed of light is just that fast.

    The internet does care about the number of connections, which is usually related to distance in miles, but not necessarily.
    (0)

  6. #16
    Player

    Join Date
    Apr 2011
    Posts
    19
    One of the problems right now is that the client only starts the skill animation after it receives the confirmation from the server. You can tell by watching the mob's hp dropping before or right at the animation starts on your client. One way to solve this is to rewrite the logic so that the client will execute the skill animation earlier to compensate the network lag. Plus, most skills have a "charging" state at the beginning when your character lights up slightly anyway, this would be the perfect time window.

    Here's a graphical explaination:

    User triggers a skill ---> mob hp decreases on screen
    _________________^ server response (which includes network lag)
    ____________________-----> starts playing animation on the client ie: screen goes darker and character lights up
    _________________________| charging state |
    _______________________________________|skill actually landing on mob|

    What it could be done:
    User triggers a skill ---> mob hp decreases on screen
    ____---> starts playing animation on the client
    ______| charging state |
    ____________________| WS landing on the mob |

    Edit: sorry for the weird ____ in front of the arrows, white spaces are automatically omitted so the spacing was messed up without those
    (0)
    Last edited by DarkOrca; 06-26-2011 at 11:34 AM.

  7. #17
    Player

    Join Date
    Jun 2011
    Posts
    2
    Quote Originally Posted by Lerris View Post
    The internet doesn't care about miles. The speed of light is just that fast.

    The internet does care about the number of connections, which is usually related to distance in miles, but not necessarily.
    The Case of the 500-mile email.
    (0)

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