Like I said, it exists in all games. Except there it's usually a matter of milliseconds(i.e. your ping), and here we're talking about several full seconds and downright distortion of what is actually going on.
Like I said, it exists in all games. Except there it's usually a matter of milliseconds(i.e. your ping), and here we're talking about several full seconds and downright distortion of what is actually going on.
Nah, in ffxiv it's a bit more than just more seconds of latency. Data is lost and sometimes not only movement data but also action data like spells or a dying monster. This shouldn't happen 'cause the game uses TCP... pretty weird :/
Just by observation, I'd say XIV only polls character location every few seconds... and then moves the character from A->B in a straight line every time it updates.
There's no way in hell i'll play this game for more than very brief periods until this is fixed, it's really annoying and in a modern MMO shouldn't be an issue at all.
Tanaka's legacy sure is great.
I noticed the same thing on my wifes computer while i was running around her in a circle or when i had her on follow. Its really terrible. In other games like WoW(for me) it wasnt neeeeeeearly like this. Dynamic content that requires exact character placement and correct timing are gonna be impossible until they can get this fixed.
I have 8 crafts at 50. All I did was watch T.V. and spam standard for easy mode synths. Enjoy leveling those crafts in 1.19 and beyond everyone!
Looks like it works exactly like that. Not the smartest approach for netcode but definately the simplest one. They should increase the update rate (by a factor of 5 I'd say). The bandwidth shouldn't be a problem.
Yeah I agree with this as well.
The problem's not just lag either. Like someone mentioned above, lost data all together. That running in circles video is the perfect example. The character isn't even close to following the path.
Unfortunately I don't know anything about programming and such but if I were warrant a guess I'd say it's a deep rooted problem. I doubt they'll ever be able to fix it. Can always hope though
Ah so this is why I get tp'd on by puk's frontal attack when on my screen I am 5 feet behind him. Or the reason I see people run down cliffs and emerge up the adjacent cliff while I'm crossing the bridge.
I've hit one better, at the encampment near tranquil on my screen I was sitting on a stump back to back with my friends. On their end I was standing by the campfire for over 5 minutes when I said "guys... I'm at tranquil".
Over 5 minutes I had stood up and left while they waited on my ghost clone at the encampment.
Keith Dragoon - Ambassador of Artz and Adorable
TCP is reliable because it ensures the packet makes it to the destination, but that can take time if the data is corrupted and needs to be resent. Like how you are running on a path and pass out a character and then all of a sudden they charge back in front of you.
Obviously not all problems here are caused by lag but it does have a big impact on the game. It was much worse at launch when there was a lot more activity and they had to reduce the size of each "zone" to try reduce the lag.
Haha that's really bad.
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