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  1. #1
    Player Shioban's Avatar
    Join Date
    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by t-a-l-a-n-m-e-r-c-e-r View Post
    The timing is off with practically everything in this game. Boss AoE hit detection happening way before the animation finishes is also an example. I think something is fundamentally flawed with the server engine..

    This is where your issue lies. The animation never matters.
    When the cast-bar ends, (as shown below) the effect has already taken place server-side. The on-screen graphic for my Cure II does-not-matter.

    It's the exact same for any fight in the game, from Titan's land-side/weight of the lands. To Nael Van Darnus Ravens Beak in Turn 9.

    THE END OF THE CAST BAR + YOUR POSTION = EFFECT

    THE GRAPHICS/ANIMATIONS DO-NOT-COUNT


    When fighting Titan in The Navel, you'll find that if you get out of the way PRIOR to the end of the cast-bar and NOT the graphical effect you'll never have any issues.

    The only time you're going to encounter issues is if your latency is simply too high. With friends as far as Australia playing with 200-300ms+, and we've cleared all of the content available in the game so far bar; T12/13.

    Using (/focustarget) is your best-bet, (also move it in your UI for a more convenient place for you) and WATCH FOR THE CAST-BAR.



    As you can see below, even if I have an enemy targeted I can still see my focustarget's casting bar.

    This gives you a wider-area of time to notice and react.

    And most importantly, if you fail because you didn't notice. Don't be dismayed, don't 'blame it on the lag', learn from the mistake and try again.
    That's why you're playing a game right? For a challenge, not for hand-holding experience.



    Quote Originally Posted by Ignnis View Post
    I just want them to fix the skill lag on benediction. I use it, 3 seconds later THEN the tank gets full HP >> "instant skill". Might just be me lagging but its annoying when you're trying to save someone and they die after you use it because the skill didn't restore their hp but the skill still goes on CD...
    It's the same for Hallowed Ground, it seems to be a completely intentional delay, similar to some of the ones in World of Warcraft.
    (0)
    Last edited by Shioban; 11-09-2014 at 10:21 PM.

  2. #2
    Player Alukah's Avatar
    Join Date
    May 2014
    Posts
    1,475
    Character
    Alukah Bast
    World
    Excalibur
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Shioban View Post
    That's why you're playing a game right? For a challenge, not for hand-holding experience.
    You call this challenge? It's more like the result of a terrible game design

    Yes, we can get used and overcome those limitations, but SE doesn't seem to be doing anything to deal with them.
    (3)

  3. #3
    Player
    SulwynCaliope's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    430
    Character
    Sulwyn Caliope
    World
    Tonberry
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Alukah View Post
    You call this challenge? It's more like the result of a terrible game design

    Yes, we can get used and overcome those limitations, but SE doesn't seem to be doing anything to deal with them.
    You nailed it on the head exactly. We're not asking for SE to make this game easier for us. What we want is for SE to make skills work as they are described to us. Easy fix would be for SE to change the animation lock on the skills. It's clearly not too much work because they keep tweaking the animation lock on DRG jumps. Even if they're unwilling to do this, the very least they could do is stop penalizing us for their failure to make skills work as described. I'm so tired of using skills correctly only to watch them go on a LONG CD while having no effect whatsoever.
    (1)

  4. #4
    Player Shioban's Avatar
    Join Date
    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Alukah View Post
    You call this challenge? It's more like the result of a terrible game design

    Yes, we can get used and overcome those limitations, but SE doesn't seem to be doing anything to deal with them.
    Re-Read what I said in the correct context.

    If you're failing at something, try again.
    Not; "If you're having trouble with succor".

    Stop trying to scapegoat and twist a phrase intended for something else towards your own means.
    (1)
    Last edited by Shioban; 11-10-2014 at 04:37 AM.

  5. #5
    Player
    t-a-l-a-n-m-e-r-c-e-r's Avatar
    Join Date
    Jun 2014
    Posts
    36
    Character
    Talan Mercer
    World
    Ragnarok
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Shioban View Post
    This is where your issue lies. The animation never matters.
    When the cast-bar ends, (as shown below) the effect has already taken place server-side. The on-screen graphic for my Cure II does-not-matter....(shortened)
    This was my whole point. The coding is badly out of sync. The hit detection should be done at the point of impact of the animation or whatever makes sense visually. The client should run on a server synced clock so the client knows when to display the effect. There needs to be client position checks to overcome the lag issue, of course with cross checking of server to prevent warp exploits. I believe this is how other games handle it.

    Does it make sense that attacks are out of sync? Does any single player games have this odd mechanic? What is the point of graphics if we are to stare at a cast bar all the time? I have NO issues with dodging stuff because I've gotten used to it. I still think it's terribly flawed though.
    (3)

  6. #6
    Player

    Join Date
    Mar 2014
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    Gridania
    Posts
    1,201
    Quote Originally Posted by t-a-l-a-n-m-e-r-c-e-r View Post
    This was my whole point. The coding is badly out of sync. The hit detection should be done at the point of impact of the animation or whatever makes sense visually. The client should run on a server synced clock so the client knows when to display the effect. There needs to be client position checks to overcome the lag issue, of course with cross checking of server to prevent warp exploits. I believe this is how other games handle it.

    Does it make sense that attacks are out of sync? Does any single player games have this odd mechanic? What is the point of graphics if we are to stare at a cast bar all the time? I have NO issues with dodging stuff because I've gotten used to it. I still think it's terribly flawed though.
    I've played a couple of mmos, and I never felt that animation was out of sync until I discovered this game.
    How come the ppl making this game are so bad at it when everyoen else got it working out great?
    Is it the PS3 limitation like they always say?

    if it is, I kinda hope and think they should, make a new version for pc-ps4 and leave ps3 on its own version when they release the expansion.

    This game has such potential blocked by ps3
    (1)
    http://websta.me/n/kiaraicencroft.ffxiv (Kiaraicencroft.ffxiv@instagram)

  7. #7
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Kiara1 View Post
    I've played a couple of mmos, and I never felt that animation was out of sync until I discovered this game.
    How come the ppl making this game are so bad at it when everyoen else got it working out great?
    Is it the PS3 limitation like they always say?
    No..it was done purposefully. If you beta tested the game you would remember Yoshida went to great lengths to detail that he can't/won't sync up the animations/skills - If it's any kind of limitation, it's engine limitations, not PS3.

    This game has such potential blocked by ps3
    The game has a ton of potential blocked by the dev team not wantin to do things more so than being blocked by the PS3 or PS4. I promise you if they dropped PS3/PS4 support it still won't reach its full potential because the platform is only one part of the equation.

    Take 1.x for example - amazing potential and actually would have stood out in this saturated genre, instead, they backpeddled to a safety net and threw everything out but the basic systems in order to mimick WoW and not even done that properly in certain areas. The only people that say "PS3 limitations" are the players because it's a running joke from XI for when they DIDN'T WANT TO DO SOMETHING they said "Nope, PS2 limitations" even though XI has features and systems that beat XIV in ways and it's still a 1999-2002 PS2 coded MMORPG.
    (0)
    Last edited by Tupsi; 11-10-2014 at 01:36 AM.

  8. #8
    Player Lithera's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,225
    Character
    Randolont Althoreaux
    World
    Midgardsormr
    Main Class
    Lancer Lv 60
    Quote Originally Posted by t-a-l-a-n-m-e-r-c-e-r View Post
    This was my whole point. The coding is badly out of sync. The hit detection should be done at the point of impact of the animation or whatever makes sense visually. The client should run on a server synced clock so the client knows when to display the effect. There needs to be client position checks to overcome the lag issue, of course with cross checking of server to prevent warp exploits. I believe this is how other games handle it.

    Does it make sense that attacks are out of sync? Does any single player games have this odd mechanic? What is the point of graphics if we are to stare at a cast bar all the time? I have NO issues with dodging stuff because I've gotten used to it. I still think it's terribly flawed though.
    In instanced battles the client-server position check happens every 0.1s (100ms). As fast or faster than most peoples' pings. Can't really get much faster than that or anyone without a stellar connection would actually miss updates due to latency. Why are you talking about single player games? They aren't played over the INTERNET. Animation trigger and speed are also impacted by PC/console performance so they are NEVER a good indicator of ANYTHING.
    (0)

  9. #9
    Player
    t-a-l-a-n-m-e-r-c-e-r's Avatar
    Join Date
    Jun 2014
    Posts
    36
    Character
    Talan Mercer
    World
    Ragnarok
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Lithera View Post
    In instanced battles the client-server position check happens every 0.1s (100ms). As fast or faster than most peoples' pings. Can't really get much faster than that or anyone without a stellar connection would actually miss updates due to latency. Why are you talking about single player games? They aren't played over the INTERNET. Animation trigger and speed are also impacted by PC/console performance so they are NEVER a good indicator of ANYTHING.
    I was referring to him making it sound like out of sync animations is standard in games. You don't expect them in single player games, then in a best case scenario you wouldn't want it in an MMO. Most devs have succeeded. SE has not. That server update frequency has just caused more problems. For example unstable instance servers and huge lag spikes. They need to update intelligently not on a fixed interval.
    (3)