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  1. #161
    Player
    Aeyis's Avatar
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    May 2011
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    1,378
    Character
    Elinchayilani N'jala
    World
    Zodiark
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Raikki View Post


    The server has a set rate that controls how often it processes events. In open world zones, this seems to be around 3-4 times per second, while in coil and primals it's much faster (seems to be doubled, but further testing would be needed to pin down both these numbers). Even game servers for twitchy FPS games work this way, although some have very high rates (high-end Counter-Strike servers often processed at 100Hz). High rates are going to greatly increase server load and network congestion in relation to how many entities there are, which is why they're reserved for content where response time is more important (and there are fewer entities).
    Perhaps you might want to add examples of such games then. Because the typically online game updates a lot faster, not with a 300ms delay. In fact for a fps shooter its absolutely imperative that it updates constantly.

    You see thats what typically all games do: they update based on the data you send to the server, and your game updates based on the data that gets send by the server to you. a 300ms delay would effectively increase your ping by 300ms, wish would make fps games unplayable.
    Quote Originally Posted by Raikki View Post
    Even game servers for twitchy FPS games work this way, although some have very high rates
    That's the first time ever I hear someone make a correlation between FPS and position updates. LOL

    I think I'll leave it at that then. Considering that last comments its obvious you dont know what you are talking about.


    Quote Originally Posted by Raikki View Post
    I tried to shed some light because you clearly don't understand what's going on and how the game works. Whether you choose to absorb new knowledge or ignore it is up to you.
    Irony.
    (0)

  2. #162
    Player
    Raikki's Avatar
    Join Date
    Mar 2011
    Posts
    760
    Character
    Raikki Zero
    World
    Jenova
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Aeyis View Post
    Blah blah blah
    https://developer.valvesoftware.com/...yer_Networking

    The problem was related to "tickrate," or how many times the game updates the positions of bullets, counts damage, etc. Battlefield 4 uses a tickrate of 10Hz, or 10 times per second. Games like Call of Duty usually use 30Hz, and some like Counter-Strike go as high as 60Hz.
    Source: http://kotaku.com/battlefield-4-is-f...xed-1577452991

    Q2: You have said that in FFXIV: ARR, the character's position is checked by the server once every 0.3 seconds. However there are times where the character receives AoE damage even though the character on the screen is outside of the range. Seems like the information on character's position is not up to date. Is there any plan to make an adjustment to this?

    A2: If we apply faster response times in all areas, the load on the servers will be too much. Therefore, while it will only be for certain areas (for example high-level content and the Wolves' Den), you will be able to notice the faster response times. Please stay tuned!
    Source: http://forum.square-enix.com/ffxiv/t...=1#post1587156

    So like I said, open world tickrate for ARR is between 3 and 4 times per second, while in raids it's much higher. And like I said, even FPS games work like this, but at higher refresh rates, not "constantly". Interpolation is heavily used in online gaming.

    To reiterate, you associated the "can't cancel cast at the end of the bar" time with a delay in processing your positional updates. My tests (which you are welcome to attempt to replicate) revealed that server-side spells have a lower cast time than what we see in-game, meaning the extra cast time in-game is unusable for canceling spell casts under any circumstance and is thus not an appropriate indication of positional delay. If you had been interested in a more productive discussion I would have been happy to measure other packet timings for you on request but this is clearly going nowhere.

    I'm done responding on this subject, this is just getting silly at this point.

    -----

    I wrote up a quick explanation for the "running while casting" interrupt "delay" to help demonstrate what's happening for anyone that's interested:

    When you send a casting command to the server, the soonest it will be processed is on the next update tick after the packet arrives (which as has been said is 300ms in the open world). The soonest it can be interrupted due to movement is on the following server tick, because the movement-based interrupt triggers if your position changes since the cast began (you can prove that your position has to actually change by running into a corner and casting -- the cast will complete).

    That creates a best case/worst case scenario depending on whether your packet arrives right before a tick or right after a tick. For example, if network latency is 50ms round-trip (25ms each way):

    Best case scenario:

    0.000 Tick 0
    *0.274 Player begins casting stoneskin while moving
    *0.299 Server receives casting command
    0.300 Tick 1 - Server begins stoneskin cast
    0.600 Tick 2 - Server cancels stoneskin cast because of movement
    *0.625 Player receives stoneskin interrupt
    0.900 Tick 3

    Result: Client interrupts cast 351ms after it begins.

    Worst case scenario:

    0.000 Tick 0
    *0.276 Player begins casting stoneskin while moving
    0.300 Tick 1
    *0.301 Server receives casting command
    0.600 Tick 2 - Server begins stoneskin cast
    0.900 Tick 3 - Server cancels stoneskin cast because of movement
    *0.925 Player receives stoneskin interrupt

    Result: Client interrupts cast 649ms after it begins.

    This creates the perception of a 351-649ms (500ms avg) "delay", even though the update rate is really 300ms. That's why the interrupt time you're getting is so much higher than the actual update rate and why the "running interrupt test" is a poor way to measure the update rate. Of course, the updates now happen much faster than 300ms in high level instances where response time matters, as has been addressed by the dev response above.
    (2)
    Last edited by Raikki; 06-02-2015 at 11:32 AM.

  3. #163
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,380
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Felis View Post
    the original mainstory or the 7th umbral story?
    I've noticed a lot of players stating this as the only reason they would want to play 1.0 again, and it's a fair wish, however sadly, it's not really possible. SE stated already that the original storyline (that is, the original starting city stories and the Path of the Twelve arc) was virtually retconned for ARR and have been cannibalized for ideas and plotlines which appeared in ARR anyway, so pretty much all of 1.0's story prior to the Seventh Umbral Era story is no longer really relevant. There are exceptions though, where minor 1.0 plot lines have been referred to in ARR (such as F'lhaminn and Niellefresne's plotline from the original Ul'dah story being referenced later in ARR). But it's more a case of, '1.0 lore is not canon until we make it so in ARR.'

    As far as Yoshi is concerned, ARR replaces 1.0 in every way, including story, making a revival of 1.0 'to see the backstory' as more like reading a draft script for a film which changed ideas during filming and then believing the draft was canon to the final version.
    (1)
    Last edited by Enkidoh; 06-02-2015 at 12:13 PM.

  4. #164
    Player
    TitaniaZero's Avatar
    Join Date
    Aug 2013
    Posts
    434
    Character
    De'anair'a Solanae
    World
    Hyperion
    Main Class
    Ninja Lv 70
    Quote Originally Posted by Enkidoh View Post
    I've noticed a lot of players stating this as the only reason they would want to play 1.0 again, and it's a fair wish, however sadly, it's not really possible. SE stated already that the original storyline (that is, the original starting city stories and the Path of the Twelve arc) was virtually retconned for ARR and have been cannibalized for ideas and plotlines which appeared in ARR anyway, so pretty much all of 1.0's story prior to the Seventh Umbral Era story is no longer really relevant. There are exceptions though, where minor 1.0 plot lines have been referred to in ARR (such as F'lhaminn and Niellefresne's plotline from the original Ul'dah story being referenced later in ARR). But it's more a case of, '1.0 lore is not canon until we make it so in ARR.'

    As far as Yoshi is concerned, ARR replaces 1.0 in every way, including story, making a revival of 1.0 'to see the backstory' as more like reading a draft script for a film which changed ideas during filming and then believing the draft was canon to the final version.
    Ya that I can see which saddens me. I have noticed a few things that point to the old stories as they were while others were gutted or retconned. Still... this is the thing. WoW players ask for this type of thing all the time. It really got steam when Cata launched and that expac took a lot of things from the old WoW world. So I am no stranger to this thread and its type. I still would like it for the story, but understand readily that it will never be.
    (0)

  5. #165
    Player
    solopro's Avatar
    Join Date
    Aug 2012
    Posts
    1
    Character
    Solo Pro
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    I loved final fantasy 14. 1.0 was superior in every way in my opinion. I believe that had the game not gone the way of pandering to children mash zombies, and actualy developed and strengthened the things that set it apart, the final fantasy 14 of today would not only be in a league of its own, I also believe it would be a powerhouse in a long line of final fantasy titles. I miss it on a daily basis. It's my cell phone wall paper
    (3)
    I know what you are trying to do. You can't stop me.

  6. #166
    Player
    Vespar's Avatar
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    Mar 2011
    Posts
    2,834
    Character
    Leyna Crosse
    World
    Goblin
    Main Class
    Summoner Lv 100
    1.0 was terrible. It was a beautiful skeleton that most of us who played the alpha begged SE not to release in that state. While Yoshi and his team did a great job of fixing the issues in 1.X, it needed a ton of work and I still agree they made the right call to cut support and redesign the game.
    That being said, if they could allow us to relive the story 1.X told, I would love to see them implement it.
    (6)

  7. #167
    Player
    Khaidal's Avatar
    Join Date
    Apr 2017
    Posts
    103
    Character
    Khaidal Gesin
    World
    Sargatanas
    Main Class
    Pugilist Lv 60
    Holy necrobump Batman!
    (3)

  8. #168
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,037
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by Khaidal View Post
    Holy necrobump Batman!
    RIP Adam West.


    1.0 and 1.23 were terrible games. 1.23 was an improvement, but not by much. Game was barely playable lol. And I say this as someone who paid for the collectors edition, then paid a sub for multiple accounts.
    (8)
    Last edited by Valkyrie_Lenneth; 06-12-2017 at 10:21 AM.

  9. #169
    Player
    seraseth's Avatar
    Join Date
    Aug 2013
    Posts
    442
    Character
    Velikayl Minx
    World
    Ultros
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Khaidal View Post
    Holy necrobump Batman!
    This is the 3rd thread I've looked at today raised from 2015. Someone has unleashed an army of necromancers on the forums.
    (5)

  10. #170
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,991
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by seraseth View Post
    This is the 3rd thread I've looked at today raised from 2015. Someone has unleashed an army of necromancers on the forums.
    If they're the necromancers, but their threads get bumped with every comment thereupon, are we their army of the dead?
    (1)

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