Hell no..Give us regional servers please, this issue will never be solved if someone is playing on a JP server.
Im sure people will whine up that they like to player on a international server but the problems are fairly clear, yes I know Japanese players suffer similar problems but they are just making a situation 10 times worse for overseas players.
If i have to play with germans all day then i rather not play![]()
people still confuse latency , low fps , and animation lock ...
I just want to point out that you and people who share this idea are wrong. It has nothing to do with his computer. It has nothing to do with lag or FPS. The game is running smoothly with no noticeable chop. His character is clearly in a safe area for about three seconds and when the eruption goes off, he still takes the damage. Are we supposed to use Echo to see where the safe zones are before they spawn? This example and other similar problems are probably caused by server-client communication and/or the rate at which client position queries are performed.
It SE wants to design encounters that require coordinated movement, then they need to have the infrastructure in their engine and server code to support that. Otherwise, players are fighting against the engine and servers instead of the encounter.
Seriously get off my <snip>.. lol
Im allowed an opinion too !! and yes it would cut and sever ties but if you are happy to suffer from 1-3 secs lag then fine by me (play on a US or JP server), personally I think its a game killer, most of my LS are from America, Im from Europe so I know what I'm asking for, but we can all make new friends, its only a video game.
There is nothing to stop SE giving the option to play on local servers and international ones, many MMO's do this now.
I am sure the devs are reading your incredibly well thought out and presented feedback, and have halted all things just to get onto your idea.
So it isn't caused by lag, but it is caused by lag?
Lag meaning latency here of course, which refers to the communication time between client and server.
Just to note, I don't have any apparent visual lag running XIV. My computer runs the game just fine.
As for the quality of the video, I blame AE, I think I exported as a MPEG4, I was in a rush to get to work. Probably YouTubes compression killed quality some too.
If you have not attempted the Hard Mode Ifrit you should not be commenting in this thread. The issue with animation lock is when you start an action your player is locked to its current position for a set amount of time while the animation fires, for archers this makes it 100% impossible to effectively dodge the plumes and erruptions while keeping DPS up since every single action an archer takes puts you in animation lock.
The fight imo was designed with animation lock and the need to space out your attacks and time your abilities on purpose. The fight is actually quit easy if you learn his rotation and learn when you can DD and when you wait for AutoAttack to keep going(to keep you out of animation lock).
My shell is at 35 kills now and we did 1 of them with 7ppl as 1 dc'd on entering. It just takes practice and is almost reliant on everyone having sentinel.
Agreed. This is the main reason my group has problems.
SacredDawnFC.enjin.com
Insulting people in the counter argument isn't going to change their minds. It will make them stick harder to their opinion regardless of whether or not it's right, and think less of your opinion simply because you insulted them. In essence, if you want to try and change someone's mind, come up with a well thought-out response and don't be a dick.
I didn't say it was his connection speed, but how the client interprets the connection. His internet may be fine, and so may his computer be, but the issue lies in the time it takes for the server to make the decisions and then report them back to your computer for action!
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