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  1. #21
    Player
    Penthea's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    3,664
    Character
    Nettle Creidne
    World
    Moogle
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Risvertasashi View Post
    Nah.



    This is with 35ms ping to SE's servers. Something's going on there besides latency, and it's not just a cop out.

    (For bonus points... note the rubber banding. Even when the game suddenly shifts me backwards, I'm still not in the area that exploded)
    Yea there is definitely more going on than someone needing to play better. My group once saw the yellow and blue sections explode at the same time. We also experienced what you show in that gif, as well as the game preventing movement for half a second followed by an explosion. If this was how all aoes acted surely we'd all be used to it by now and this thread wouldn't exist. Also every other mechanic in the fight seems to act perfectly. It's just this floor mechanic being buggy and inconsistent.

    I'm glad other people managed to do it without issue, but I think some of the instance servers don't want to play nice with the floor mechanic so you get the above happening.
    (6)

  2. #22
    Player
    Sylvina's Avatar
    Join Date
    May 2017
    Posts
    1,102
    Character
    Sylvina Eon
    World
    Exodus
    Main Class
    Warrior Lv 90
    Pssh at less than 50 ping its still happening to me.
    (3)

  3. #23
    Player
    Vaer's Avatar
    Join Date
    Oct 2011
    Posts
    1,803
    Character
    Ein Vaer
    World
    Excalibur
    Main Class
    Scholar Lv 90
    There was a bug where the bird would skip the first rune sometimes (I think it was usually cyan) and it would randomly explode afterwards, but it seems to be fixed, I haven't seen it happen again in 20+ clears since patch day.

    https://na.finalfantasyxiv.com/lodes...a5fe3e00100567

    Quote Originally Posted by Risvertasashi View Post
    edit: I reviewed the full VOD. I was going from sector 3 to sector 1. So I was using the recommended strategy here.
    That's weird. Where did you start? Usually when I do it the panel I'm heading to blows up in front of me right before I end up on it, I don't see that happening here. I start in the center (by the symbol) Were you in the center of the 3rd tile or at the edge?
    (1)
    Last edited by Vaer; 09-25-2018 at 06:02 AM.

  4. #24
    Player
    SleepyNeko's Avatar
    Join Date
    Aug 2017
    Posts
    150
    Character
    Chocola Puddin
    World
    Typhon
    Main Class
    Dark Knight Lv 80
    You can try to use Leatrix Latency fix to see if you get more consistent connections.

    I personally dodge the fire by running into the one that is exploding, so basically I stand on the edge of a platform that is NEXT to the platform that will explode, then I run into the platform that is going to explode around the same time as it should explode (since this is a rhythm game, its roughly 1 second per explosion so I usually move into the second exploding platform 1 second after the first one explodes), this works for me 95% of the time. As for the march + fire, just stand on the middle of either the 3/4 exploding tile and you should be fine. Because the forced march mechanic is like lag on lag. You have your own latency, plus the split second latency of the march starting, then the latency of where your character actually is when moving.
    (0)

  5. #25
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Vaer View Post
    That's weird. Where did you start? Usually when I do it the panel I'm heading to blows up in front of me right before I end up on it, I don't see that happening here. I start in the center (by the symbol) Were you in the center of the 3rd tile or at the edge?
    Probably too far back, then. But then again, a little further forward and I might have been hit anyways.

    Look, I know you're just trying to give tips and help, but I don't have a problem clearing/farming a fight. Just I find deaths from system-level inconsistencies to be rather frustrating, making me never want to step back into the fight now that I have my weapon. I hope SE fixes it, and never designs a fight like this again.
    (2)

  6. #26
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I think it's less a matter of them being unforgiving as just the snapshotting being ill-timed.

    I can run into an exploding quadrant almost a full second before the explosion animation and I'm safe. Leave it with seemingly enough time to spare... not always safe.
    (0)

  7. #27
    Player
    Cheremia's Avatar
    Join Date
    Jun 2017
    Posts
    477
    Character
    Awashio Sazanami
    World
    Balmung
    Main Class
    Bard Lv 100
    Yeah, I started walking into the fire in that fight but even that doesn‘t always work.
    It seems like there‘s a delay between the animation and the actual effect.

    I mean we all probably know that you can walk into aoes when the castbars are done but this sometimes just seems weird.

    It‘s the same with the tenth ddr step. Lots of people, including me, mess it up, even if they face the right direction with a lot of time left for the orb.

    It‘s weird.

    Edit: i hate her enrage
    (0)
    Last edited by Cheremia; 09-25-2018 at 03:52 PM.

  8. #28
    Player
    YojimboM's Avatar
    Join Date
    Mar 2017
    Posts
    170
    Character
    Jack Rose
    World
    Ultros
    Main Class
    Monk Lv 100
    This fight is so insanely poorly designed I don't see how it made it past their QA team. They basically took the worst aspect of the combat system and turned it into the major mechanic of the fight. The latency on the pad explosions is sometimes so severe you can be on the edge of the platform on the neighboring pad and you'll still get hit. It saved me from running off the edge one time, even, you can literally make it all the way to the opposite edge from the center of a pad and still be hit during the mindjack mechanic.

    On top of that, the fight simply really isn't that fun. It's boring and if you ever end up dying most of the time it just feels like complete BS rather than you actually screwing up. Then also add in that once again the dev team has apparently forgotten monks exist entirely, with a phase that it is physically impossible to land all positionals during. From an optimization perspective it comes down to, "hope you get lucky". That isn't fun or engaging.
    (5)
    Last edited by YojimboM; 09-25-2018 at 05:19 PM.

  9. #29
    Player
    Miste's Avatar
    Join Date
    Oct 2011
    Location
    Ul'dah
    Posts
    1,720
    Character
    Miste Vaer
    World
    Excalibur
    Main Class
    Dancer Lv 90
    My ping is pretty high 110-130ms since I am East Coast and even in Canada, and I rarely get hit by the panels now that I've cleared the fight 25+ times...and if I do it is because I messed up.

    The fight takes awhile to get used to to learn all the small nuances of positioning and timing. I feel like people aren't giving enough time to practice and learn the fight well.

    Positioning is key for the mindjack/4panel one, you have to go to the 3rd or 4th rune depending on your arrow and aim it so you run to the 1st or 2nd rune.

    BUT you have to stand around the center of the rune image, going any farther to the edge your character won't make it off the rune in time since you are farther back.

    The thing I notice which is lame is the DDR arrows if the last one is a 180 turn it doesn't matter if I turn immediately I can't actually succeed. That kinda sucks, might be my ping causing it.
    (2)

  10. #30
    Player
    Vaer's Avatar
    Join Date
    Oct 2011
    Posts
    1,803
    Character
    Ein Vaer
    World
    Excalibur
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Risvertasashi View Post
    Probably too far back, then. But then again, a little further forward and I might have been hit anyways.

    Look, I know you're just trying to give tips and help, but I don't have a problem clearing/farming a fight. Just I find deaths from system-level inconsistencies to be rather frustrating, making me never want to step back into the fight now that I have my weapon. I hope SE fixes it, and never designs a fight like this again.
    It happens to most of the stuff in this game, I wish they would fix it, too but at this point I don't think they will. I just find ways around it now. (In Titan bomb patterns, I use the Landslide cast bar to dodge into middle instead of the animation) The after animation actually doesn't matter most of the time in my experience.

    The server snapshots your location before the animation which is where the wonkyness comes in. If there is a cast bar, if you are in the thing and the bar finishes you are hit, even if you are out before the animation. It's just more apparent when they don't show the actual telegraph (it's probably invisible in Suzaku).

    The animation is playing a bit after the server snapshots your location. The flame in Suz isn't actually the telegraph, it's the animation. It's why you can run into the flames sometimes depending on lag and not get hit.

    Proximity attacks do the same thing, you could get to the edge before the explosion happens, but you'll still die if you are too slow - since the server took your location closer to the middle instead of where you were when the damage is actually applied.

    Stack markers, too. You ever had someone run into the group a little late but it looks like they made it, and the stack is only shared by half the group or less even though it looks like they made it and they all die? Same thing.

    It's also really apparent when you have to pass buff/debuffs as on screen it looks like they pass each other but it doesn't pass. You usually need one person to stand still and the other to get it from them. Guardian [S] actually had a similar problem with the tethers and server tick causing abandonment and they had to fix it - not to mention those missiles that blow up when you are no where near them. The netcode in this game is bad.
    (1)
    Last edited by Vaer; 09-25-2018 at 11:45 PM.

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