

You missed the point.
The games latency doesn't really have anything to do with server location, it's like a built into the game design decision
It is true japan does get better latency which helps with some things but when the game is outright designed to be more like a series of snapshots instead of fluid things like hitting 2 objects before the first reacts or getting hit by an aoe you easily cleared or moving mid-cast but the spell finishes anyways or repeatedly running through something without it reacting will always just be part of the game
It's sad and hilarious watching people make judgement calls on if this is an exploit or not when they don't even understand the basics of client-server update intervals.
You missed the point.You missed the point.
The games latency doesn't really have anything to do with server location, it's like a built into the game design decision
It is true japan does get better latency which helps with some things but when the game is outright designed to be more like a series of snapshots instead of fluid things like hitting 2 objects before the first reacts or getting hit by an aoe you easily cleared or moving mid-cast but the spell finishes anyways or repeatedly running through something without it reacting will always just be part of the game
All games do snapshot updates like that. However, latency is what causes your computer and the server to be out of sync.
When movement and stuff are done server side(to prevent cheating), if there's high latency, there's going to be a delay.
That delay is what's letting them do it. Shortening the server tick won't do anything to fix it if your latency is high enough.
It's kinda cute reading all these 'it's not legit posts' when I'm pretty sure you've all done the above strat which was never intended either.
Grats to those who have all cleared A4S and screw all those 'it's not legit' whiners who are probably still stuck on Faust.
There's a hard coded delay where your client only attempts to update the server on positioning every server tick OR when you land from a jump.You missed the point.
All games do snapshot updates like that. However, latency is what causes your computer and the server to be out of sync.
When movement and stuff are done server side(to prevent cheating), if there's high latency, there's going to be a delay.
That delay is what's letting them do it. Shortening the server tick won't do anything to fix it if your latency is high enough.
If you're out of synch by longer than a server tick, yes, that's latency, but even with 0 latency you'd still have the amount of time between ticks.
That said, I have no opinion on the legit/exploitness of this method.

wow, lots of jimmies rustled. :|
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The reason people are arguing with you is because you made the insane implication this trick isn't possible on JP, which it very clearly is.You missed the point.
All games do snapshot updates like that. However, latency is what causes your computer and the server to be out of sync.
When movement and stuff are done server side(to prevent cheating), if there's high latency, there's going to be a delay.
That delay is what's letting them do it. Shortening the server tick won't do anything to fix it if your latency is high enough.
I know there is. In most games its 2s. In this one it's 3for some asinine reason.There's a hard coded delay where your client only attempts to update the server on positioning every server tick OR when you land from a jump.
If you're out of synch by longer than a server tick, yes, that's latency, but even with 0 latency you'd still have the amount of time between ticks.
That said, I have no opinion on the legit/exploitness of this method.
Their server setup causing latecy issues on top of it doesn't help any.


As I understand it, no one is saying that it's an exploit to sacrifice a player to bypass a mechanic. That's a perfectly viable strategy, though it's rarely useful in a game like FFXIV. The exploit here is that sacrificing a player should deal with only ONE orb - players were using game latency to get rid of TWO orbs by triggering the second before the server realized that the first had already killed the player. This was most likely not intended by the developers, and that's why folks are claiming it was an exploit.
That's not necessarily by choice. When SE doesn't patch an exploit, your options are to use the exploit or not do it at all. Good luck finding a group willing to do things the "right" way, when there's a cheap trick to avoid it instead.
I once tried putting together a Turn 2 group with explicit Party Finder comments stating that we would NOT be using the Enrage strategy, but would be playing pass-the-rot instead. I started with three friends that were fine with this; we wanted to see what the fight was like as it was originally designed to be played. After a couple hours, I managed a party of eight. As soon as we got to the boss, two memebers asked why we weren't doing Enrage, and when we reminded them of the comment they admitted they didn't read it, and dropped out of the run. The two other pick-ups got discouraged by this and left as well.
As for Divebombs, I'm not convinced that ANYONE knows how they were meant to be handled. At least, if there's a way other than using the pit, I haven't read it.
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