I'm glad im not the only one experiencing this.. I thought my controler might be broken or something and was going to buy a new one lol..
I'm glad im not the only one experiencing this.. I thought my controler might be broken or something and was going to buy a new one lol..
Did you maybe miss the part where they said that they didn't mess with the movement and it was a bug? 'Cause they didn't try to "fix" something that wasn't broken, another bug arose on account of them messing with something else in the code.
This kinda stuff happens with programming.
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Well apparently YOU did miss where the bug has probably resulted from their attempts to try to streamline the Input efficiency of the controllers. So YES they did needless change something that already worked, which created the bugDid you maybe miss the part where they said that they didn't mess with the movement and it was a bug? 'Cause they didn't try to "fix" something that wasn't broken, another bug arose on account of them messing with something else in the code.
This kinda stuff happens with programming.
Calm down, Sparky. They said they didn't change anything with /movement./ They did try to optimize gamepad controls. But /movement/ coding didn't get touched.
Whatever they did with the gamepad optimization didn't play nice on a live play environment(which happens), and it resulted in a /gamepad/ related /movement/ bug. They'll fix it. Don't crumple your frompy hat too much.While no movement-related changes were made in patch 2.38, there was history of refactoring* of the pad input processing program, and as a result of this there is a high possibility that a bug was generated. We’ve begun to perform comparative checks by reverting back to the previous state on the development server.
*Revamping of implemented programs and rewriting processes to be quicker and more memory efficient
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Tried fixing the sensitivity for my control stick but it didn't make much of a difference for me sadly...><
Probably some directinput and xinput libraries were updated, thus changing the interface between the controller and the "untouched" movement code. It is noticeable but honestly, its maybe 3 or 5 Frames more before you are at "full speed".. Don't talk about "Game Breaking" and stop exaggerating.. Its something thats definately annoying but you can play the game just fine with some small adaption. Just dont play with one hand in your.... and youre fine.. (Yes I also use a gamepad while lazy tanking..)
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eu.finalfantasyxiv.com/lodestone/character/1581146
I am getting this delay as well and I'm on PS4.
Yep, I'm on PC using a wired Xbox 360 controller. This is a nightmare bug, get it fixed ASAP.
Good to see Minagawa being on top and responding fast as always, let's just hope nothing else gets on the way so a hotfix can be released soon.
KEYBOARD USERS ONLY - CONTROLLER LAG = KICK
On a serious note, this bug is infuriating. Turning up analog sensitivity does help slightly but there are instances where my camera zoom control (LB + Right analog stick) is completely unresponsive.
Using an Xbox 360 Wired pad with Windows 8.1 - anyone else having this issue also?
You're good at the game? You're an elitist.
You're using a parser to better yourself? Elitist.
You're making suggestions on how someone can improve themselves? E l i t i s t.
You wipe a farm party constantly but you're having fun playing your way. Nah you're fine dude.
This community astounds me at times.
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