Me using tank invuln ability right before getting hit with 5% hp left and dying anyway because of the awful server ticks (The ability enters cooldown tho because f*ck me):
*clown face*
Me using tank invuln ability right before getting hit with 5% hp left and dying anyway because of the awful server ticks (The ability enters cooldown tho because f*ck me):
*clown face*
Just so people understand. This is a software choice/issue, not hardware. The hardware was updated recently.
I mean i don't have any specific knowledge about servers and tickrate and how the game engine decides to send these infos and how these things are to change. But i don't understand if it's mainly software, and it's their own in-house software, why they wouldn't change this for the better. I mean obviously i'm aware that it likely requires more "money" or performance from the servers, but it just seems like something i wouldn't want to have in my game if i created it. And the whole gaming market has a higher standard than this so i really don't get it.
But again, i have absolutely 0 idea how it ACTUALLY technically works. I just know the concept behind it.
I mean i don't have any specific knowledge about servers and tickrate and how the game engine decides to send these infos and how these things are to change. But i don't understand if it's mainly software, and it's their own in-house software, why they wouldn't change this for the better. I mean obviously i'm aware that it likely requires more "money" or performance from the servers, but it just seems like something i wouldn't want to have in my game if i created it. And the whole gaming market has a higher standard than this so i really don't get it.
But again, i have absolutely 0 idea how it ACTUALLY technically works. I just know the concept behind it.
A lot of that is hard coded into the engine. Much if it is also dependant on ping. It can be difficult to change things like this due to how the systems all interact. It's not just processing power. A higher tick rate means more packets because the clients need to be updated more often on positioning. It's not a simple "change tick rate to 50ms." option.
As far as I know, the game operates on a 300ms position update.
As for aoes and getting hit by them, 99% of the time it's because the boss cast bar finished and you were still in the aoe. Cast bar is what snapshots you. Not the aoe on the ground.
Last edited by Valkyrie_Lenneth; 10-07-2023 at 01:07 AM.
Indeed but if there isn't a cast bar, you can also generally rely on - if red aoe disappears, it snapshots, as well, and both these things usually align as well if there are both.
That does happen with tank invulns such as Hallowed Ground, but again I've never seen this as some kind of "tick rate" issue but rather that there is a long animation that occurs where your player puts up a shield around them, and once that shield appears around them, the buff gets applied.
Ability effects should just happen instantly and not necessarily be tied to the animation. I know that isn't as lore-friendly but it makes the gameplay more reliable and smoother.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
Indeed but if there isn't a cast bar, you can also generally rely on - if red aoe disappears, it snapshots, as well, and both these things usually align as well if there are both.
That does happen with tank invulns such as Hallowed Ground, but again I've never seen this as some kind of "tick rate" issue but rather that there is a long animation that occurs where your player puts up a shield around them, and once that shield appears around them, the buff gets applied.
Ability effects should just happen instantly and not necessarily be tied to the animation. I know that isn't as lore-friendly but it makes the gameplay more reliable and smoother.
Yep. Hallowed going on CD and the effect not finishing is a design choice, not server tick related. The effect is applied after the animation finishes. There are abilities that apply effects immediately.
Maybe the Cloud servers addition is the first baby step towards a fix in the future. It doesn't help the fact we play on 80-100MS because of the current server infrastructure... One can only hope. In some cases, it feels like we are playing Runescape with how the snapshoting works over there
Absolute classic. This is exactly why invulns currently do not work as panic buttons.
Right it seems like there would be actually more options to design encounters if the game allowed for quicker reaction mechanics. But with everything being so delayed it's quite literally not possible to design any of those mechanics.
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