Am I the only one who feels like this is another issue in the line of they test under perfect conditions and are never accounting for latency or heavy traffic?
Am I the only one who feels like this is another issue in the line of they test under perfect conditions and are never accounting for latency or heavy traffic?
It works for JP so it must not be an issue! /s
I’m constantly reminded of Yoshi P having the audacity to say “we tested mch on high ping (110ms) and could not recreate the issues”
In that regard, the developers are wildly out of touch.
They've always had issues with this. They think 100ms is "high latency" because Japan is basically a giant LAN, so they never get lag to their own servers. Accounting for netcode issues and latency is something that occurs to them last, if at all. It's why Twintania was impossible on release, why Titan EX was such a crucible for so long, why our oGCDs are still sticky. Latency is always a problem in MMOs, but Square makes some real rookie mistakes with their netcode because Japan doesn't notice packets dropping when they live 100 feet from the servers.
I'll be curious what the findings they give us are on that. It can be difficult to replicate those conditions since you're testing in an environment that is often very no-touchie in regards to the live systems so you don't break something. So that means those connections aren't on, jobs aren't running, data isn't always passing between endpoint to endpoint, etc.
Kinda tinfoil-y here but i have my serious doubts they clear fights internally LEGITMATELY. No way their playtesters are better than world first racers with [redacted]s and then dont even encounter bugs like buffs not applying cause of buff/debuff limits. Chances are they test it like every mmo devs tests: increase the character stats to compensate for lack of skill / time saving measure. I dont buy it that fights keep having bugs that happen under normal circumstances and they never catch a single one in playtest IF they playtested legitimately.
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