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  1. #1
    Player
    Bixby's Avatar
    Join Date
    Mar 2011
    Posts
    1,534
    Character
    Ampersand Kai
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by reality_check View Post
    I've witnessed too many benediction deaths and hallowed ground deaths to believe that FFXIV processes actions at intervals any less than 300 MS.
    In those cases, the effect isn't applied until the animation ends. Which is the case for most actions. Varying animation length makes it hard to determine if the kind of action batch-processing delay WoW says they're moving away from exists in FFXIV at all, let alone what it might be. Doesn't sound from that blue post like this is necessarily some kind of industry standard that Blizzard is ditching (unlike the movement/position polling, which is), it's just how they were doing things before.
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  2. #2
    Player
    reality_check's Avatar
    Join Date
    Aug 2013
    Posts
    614
    Character
    Jesse Branford
    World
    Adamantoise
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Bixby View Post
    In those cases, the effect isn't applied until the animation ends. Which is the case for most actions. Varying animation length makes it hard to determine if the kind of action batch-processing delay WoW says they're moving away from exists in FFXIV at all, let alone what it might be. Doesn't sound from that blue post like this is necessarily some kind of industry standard that Blizzard is ditching (unlike the movement/position polling, which is), it's just how they were doing things before.
    Except it still eats the cool down which is a classic example of delayed communication between server and client.
    (1)

  3. #3
    Player
    Cadwgan's Avatar
    Join Date
    Jul 2013
    Location
    Ul'dah
    Posts
    95
    Character
    Vala Cadogan
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by reality_check View Post
    Except it still eats the cool down which is a classic example of delayed communication between server and client.
    Or an example of the offset between attacks mechanically "hitting" + locking in current status (cast bar fills) and graphically "hitting" + damage being dealt (giant wave of rocks 2 seconds later) pre 2.2, also nothing client side waits for the server to say yes, only waits for a no and rewinds if necessary (mob moving away when trying to melee will start the animation then cancel immediately, however d/cing will allow you to cast as many spells as you like before the client realises the server isn't saying anything at all).

    Most, if not all attacks post 2.2 have their cast bars, telegraphs and damage disconnected from each other in a good way, people still seem to be using titan as an example of server issues when it's actually a design flaw at work that has been rectified in most, if not all current fights.

    And people going on about server polling, was updated to poll at 100ms for all instanced content, that's 10 times per second, if you can't get out of an AoE in under 1/5th of a second (assuming 100ms latency to begin with), I'd suggest actually learning what bosses do and pre-empt the static rotational scripts they run on.
    (0)