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.
Last edited by Shioban; 11-10-2014 at 04:37 AM.
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.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.
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
http://websta.me/n/kiaraicencroft.ffxiv (Kiaraicencroft.ffxiv@instagram)
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.
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.This game has such potential blocked by ps3
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.
Last edited by Tupsi; 11-10-2014 at 01:36 AM.
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.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.
Actually unlike the XI team for so long, Yoshi and Co. HAVE admitted that the PS3 is keeping them from implementing certain things if only because they want to maintain as close to a level playing field between each platform as possible. This was also the case with XI but as of SoA they've left PS2 somewhat by the wayside (It didn't even get an NA PS2 release). PS2 limitations were real since they didn't want to implement features that wouldn't work with the PS2 or give PC/Xbox players any kind of edge that wasn't 3rd party software. Yoshi has only commited to the PS3 through this first xpac so unless the JP playerbase for some silly reason sticks to the PS3 they way they did to the PS2 with XI, there should be a point in the near future where many QoL items start to be implemented for PC/PS4 only
It was used as more of a "no" than anything. They stated: "You can't have more than 60 inventory slots because of PS2 limitations"...yet here we are with 360, even prior to the PS2 support being dropped. They also said they can't do certain style PvP for XI because of "Ps2 Limitations", yet we can play as a monster and even have an alliance of players fight our maxed out customized monster. Stuff like that was stated to never be possible because of the PS2, yet they somehow managed to do it, while still supporting it.Actually unlike the XI team for so long, Yoshi and Co. HAVE admitted that the PS3 is keeping them from implementing certain things if only because they want to maintain as close to a level playing field between each platform as possible. This was also the case with XI but as of SoA they've left PS2 somewhat by the wayside (It didn't even get an NA PS2 release). PS2 limitations were real since they didn't want to implement features that wouldn't work with the PS2
That's why it's a running joke. So it's not limitations holding them back, it's their goal of keeping everything even, which is why I said even if/when they drop the PS3 and PS4 nothing will change in a significant manner.
Can't believe people still defend the brokenness that is server updating in this game...
Some people will go through any lengths to defend bad coding just because their favorite videogame does it, I guess. Anyway go watch any 1.X WHM video, you'll notice the HP bars start rolling up exactly as the cast bar disappears if not a couple milliseconds before. There was never a case where an individual Cure CD was used up, because all CDs were individual back then, saw the effect go off but the server still decided you or another person were dead, Cures and pretty much any other spell always went off at the right time or at least the time you'd rationally expected them to.
This is what we were used to, better cast responsiveness, and that's why you still see people submitting feedback about it or simply talking about it. It's sad that an "inferior" game with a much crappier engine with bigger latency issues in other areas of the game and a much worse server architecture at least got better cast responsiveness on the later part of its lifetime, than a new and improved engine that "saved" the game.
Sure go ahead and say "Oh yeah? Well 1.0 was still doodoo!" but there's literally no excuse for this to be worse in ARR.
Even in XI most cast bars and effects are in better sync.
Some of those spells are supposed to be used preemptively. Not at the last possible second.
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