Quote Originally Posted by Tridus View Post
It's not a client side issue (hence why it happens on systems of basically any hardware level, including ones that comically overpower the game like high end gaming PCs). It's a server side issue. The problem is that the way the netcode works, the server syncs to the client far, far too often, resulting in lots of traffic. That's also why we can't have bigger inventories and all those other limitations. They all stem from this one bad design choice to resync client state from the server constantly. That slows things down.

Now, pile on that communication in MMOs doesn't scale linearly. If there's 5 people fighting one mob, the server has to tell 5 clients what 4 other clients are doing (5x4 = 20). If there's 50, the server has to tell 50 clients what 49 clients are doing (50*49=2450), If there's 100, the server has to tell 100 clients what 99 other clients are doing (100*99=9900). Every time you add more clients, you dramaticallly increase load. Every MMO eventually has this problem. Even WoW servers topple over if you pile enough people into Stormwind, but the number is far, far larger than XIV's because their netcode doesn't do all that syncing and thus they have more headroom on capacity before it becomes a problem.

You can see from the math there that two groups of 50, despite being the same number of players, is less than half the load of one group of 100. Which is why the design of Eureka is a mistake. It deliberately encourages a situation that hits a known limitation of the netcode: the server's can't cope with 144 people fighting one mob. I mean, we know this from Ixion in Stormblood, S rank hunts from before that, and so on. It's not a new limitation. They knew about it, and they coded it this way anyway.

There's no defense for that. They put it out the door knowing full well it wouldn't work properly once everyone piled up, and that piling up is exactly what players are going to do because it's the only real effecient way to play.
I didnt know the math behind this, thank you for clearing that up for me. Ive also said in a few other threads that its an incomplete piece of content from a "things to do" perspective. but knowing this now... its even more inexcusable.

Also, ive foun the longer im in the instance, the less the lag/player culling happens