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  1. #71
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    844
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Iselion View Post
    This is false. When you provoke a mob, you see it go off, but the mob doesn't immediately run to you, it takes about half a second. Same with with interjects, pushbacks, pull-ins and ESPECIALLY Rescue. This is because the servers are updating slowly to reduce server load. Had you played any other MMOs, you'd have noticed how bizarrely poor FFXIV is in this regard. It feels "sticky" when you switch over.

    Now this is not to say animation delays aren't also a factor and to be honest those should go, inconsistent as they are. BLM has several skills that will show damage before the spell even visually pops while Benediction takes a full second from a button press to go off. Astounding that this has not been changed since 2.0 for a skill that is supposed to be for emergency use.
    While server ticks play a role, these delays are part of the ability used. Some abilities will register but only deal damage after a specific amount of time has passed. For instance, DRG's Disembowel takes a bit more than 1.5 seconds to actually deal its damage. Meaning that while the damage is registered on button press, if the target disappears or becomes invulnerable after it but before they take the actual hit, you will lose the damage.

    If provoke takes some time to actually affect the target, it is simply because the delay between cast and effect is high enough. Some knockbacks push you immediately while others are delayed after the cast bar is finished.

    There's also no specific rule as to why some abilities take longer than others. Animations don't seem to have anything to do with it, as actions such as Chaotic Spring take long to finish yet register their damage extremely quickly, whereas Wyrmwind Thrust's animation takes some time and its damage is dealt mostly in sync with it.

    From what I've gathered from previous posts on the issue on Reddit, this game's tickrate is not much different from others'. The problem might lie elsewhere. In any case, I enjoy the fact that you react to cast bars and not animations and don't mind this at all. Cast bars are not always present and sometimes their damage doesn't snapshot when they're over, although this is rarer, so you may need to adapt to different situations.

    I'd rather get the ping problem related to weaving oGCDs addressed first, as this would make the game feel and flow so much better. See here: https://forum.square-enix.com/ffxiv/...tions-normally.

    I do agree that it is a bigger problem in PvP though and that it should have a specific solution for this mode at least, especially when it comes to Purify or things such as dying due to delays in the damage right after using an action like Sky High.
    (4)

  2. #72
    Player
    Swordsman's Avatar
    Join Date
    Mar 2023
    Posts
    507
    Character
    Last Starfighter
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Aco505 View Post
    From what I've gathered from previous posts on the issue on Reddit, this game's tickrate is not much different from others'.
    Do we have any proof of that outside of screenshots of the usual third-party add-on? Posts on Reddit frequently reference the logs of a specific add-on as "proof" of a client sending out data at a certain rate, but that doesn't mean the server is accepting and registering the data at the same rate.
    (1)

  3. #73
    Player
    Arzalis's Avatar
    Join Date
    Aug 2013
    Posts
    411
    Character
    Kemi Epoc
    World
    Balmung
    Main Class
    Machinist Lv 82
    You can do a quick imperfect test to see how bad it is by playing the game side by side with two computers or clients.

    Both of them have to communicate to the server first, then send the information to the other client. A little bit of latency here is normal and expected since we can't defy the laws of physics or anything. FFXIV is really bad though.

    If it were just animations, they wouldn't be so far out of sync, they'd be relatively similar. You just wouldn't see the effect until it was supposed to happen.
    (2)

  4. #74
    Player
    dasimBaa's Avatar
    Join Date
    Aug 2013
    Posts
    29
    Character
    Dhas' Noel
    World
    Shiva
    Main Class
    Pugilist Lv 73
    Quote Originally Posted by Arzalis View Post
    You can do a quick imperfect test to see how bad it is by playing the game side by side with two computers or clients.

    Both of them have to communicate to the server first, then send the information to the other client. A little bit of latency here is normal and expected since we can't defy the laws of physics or anything. FFXIV is really bad though.

    If it were just animations, they wouldn't be so far out of sync, they'd be relatively similar. You just wouldn't see the effect until it was supposed to happen.
    I don't understand why some people don't get this, it seems to me they have only played this mmorpg so far.

    What i'm trying to convey is that there is cheap games old ones like Atlantica Online from idk what year that have a faster refresh rate on peoples movements and positions. Without the sliding.

    Don't even mention AAA Games which this one SHOULD feel like.
    (3)

  5. #75
    Player
    Mykll's Avatar
    Join Date
    Aug 2013
    Posts
    651
    Character
    Mykll Valiant
    World
    Balmung
    Main Class
    Gladiator Lv 93
    I agree with a lot here. This issue has been so bad I haven't been able to finish casting Protect for YEARS!


    And to think, this game used to be quite a bit worse. Back around ARR or Heavensward maybe, when people were still running the Titans a lot, I remember having this issue very bad. I would run out of a Titan hit, see someone behind me, I am out of the red bad, they are in it, yet I get hit and they don't. I remember around this time they did a pass that did improve this so I largely never see this anymore. However, sometimes I can get the slide casting, be just in the line inside or out of a bad red and get hit or not.


    And yeah tank invulnerabilities are still the old delay supposed to be but better use it before you need it button.
    (2)
    MANTASTIC: I got 1017 problems, but playing FFXIV ain't one.

    Llyren: Lala Tanks hit point density levels attract small planets

  6. #76
    Player
    dasimBaa's Avatar
    Join Date
    Aug 2013
    Posts
    29
    Character
    Dhas' Noel
    World
    Shiva
    Main Class
    Pugilist Lv 73
    Quote Originally Posted by Mykll View Post
    I agree with a lot here. This issue has been so bad I haven't been able to finish casting Protect for YEARS!


    And to think, this game used to be quite a bit worse. Back around ARR or Heavensward maybe, when people were still running the Titans a lot, I remember having this issue very bad. I would run out of a Titan hit, see someone behind me, I am out of the red bad, they are in it, yet I get hit and they don't. I remember around this time they did a pass that did improve this so I largely never see this anymore. However, sometimes I can get the slide casting, be just in the line inside or out of a bad red and get hit or not.


    And yeah tank invulnerabilities are still the old delay supposed to be but better use it before you need it button.
    YES! When ARR first came out, Titan EX and Twintania used to be horrendous.
    (2)

  7. #77
    Player
    Swordsman's Avatar
    Join Date
    Mar 2023
    Posts
    507
    Character
    Last Starfighter
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Arzalis View Post
    You can do a quick imperfect test to see how bad it is by playing the game side by side with two computers or clients.
    Yep, there's a youtube video that shows the player doing this: https://www.youtube.com/watch?v=hToWKu79Jm0

    One characters jump animation on one computer is already complete by the time the 2nd computer even sees that character start its jump animation.



    Quote Originally Posted by Mykll View Post
    And to think, this game used to be quite a bit worse. Back around ARR or Heavensward maybe, when people were still running the Titans a lot, I remember having this issue very bad. I would run out of a Titan hit, see someone behind me, I am out of the red bad, they are in it, yet I get hit and they don't. I remember around this time they did a pass that did improve this so I largely never see this anymore. However, sometimes I can get the slide casting, be just in the line inside or out of a bad red and get hit or not.
    Quote Originally Posted by dasimBaa View Post
    YES! When ARR first came out, Titan EX and Twintania used to be horrendous.
    I remember this. SE actually had to increase the server update rate so players could complete these trials. Before the servers were updated you could be out of the AOE for around two seconds and still get knocked off the platform.
    (3)
    The Legends of the Titanmen lives on, a shining example of the power of compassion and the ability of people to make a difference in the world. A reminder that even in the darkest of times, there is always hope, as long as there are heroes like the Titanmen who dare to do good deeds in Eorzea.

  8. #78
    Player
    Iselion's Avatar
    Join Date
    Jan 2023
    Location
    Gridania
    Posts
    37
    Character
    Iselion Aesridil
    World
    Zodiark
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Aco505 View Post
    From what I've gathered from previous posts on the issue on Reddit, this game's tickrate is not much different from others'. The problem might lie elsewhere. In any case, I enjoy the fact that you react to cast bars and not animations and don't mind this at all. Cast bars are not always present and sometimes their damage doesn't snapshot when they're over, although this is rarer, so you may need to adapt to different situations.
    You're missing my point. I don't mind it for things like melee attacks because the number feedback isn't as immediately important pertaining to the gameplay as, say, responsiveness of aggro takeovers, movement mechanics, death saves and heals are. Features and abilities of mechanical import SHOULD be prioritized when they happen. When's the last time you played tank in a dungeon and you had to physically stop in a pack to AoE just to make sure you 1. Actually hit everything and 2. That every mob actually follows you? And speaking of tanks, we've also standardized provoking during casts of tankbusters and not between instant attacks of hard content because provoke is just not reliable enough to trust it. These things should not happen in one of the top MMOs in 2023.
    (1)

  9. #79
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,518
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by dasimBaa View Post
    I has little to do with anyone having problems with it, you can get used to it. I said that in my post. But why do i have to get used to something like that in 2023.
    It's just that if, as calculated, we only have 90% of the cast bar to exit a red circle, then it raises the question of why someone has not moved by 90% of the cast bar. Greed? Not using swiftcast? Not using gapclosers, teleports or elusive jumps? Not playing on a DC that is closest?

    By all means, they could increase the check or processing rates, but I think it's a fair question to ask why someone is waiting so long to do a mechanic in the first place.

    It's a fair question to ask if, assuming the refresh rate allows you to have 100% of the cast time to do a mechanic, then what is that extra 10% of time going to do for you if it's already taking you 90% of it to do the mechanic? And will the other factors, such as ping, cause you to still need to do it by 90% of the cast and still not have enough time?

    And your example with the interupt is essentially how it works.
    Yes and it is what I experience, particularly with the fast interruptable casts in ARR that are a real struggle to interrupt in time. But part of that is ARR design and another part of it is most likely my own self-inflicted problem of having a higher ping.

    Quote Originally Posted by Iselion View Post
    When's the last time you played tank in a dungeon and you had to physically stop in a pack to AoE just to make sure you 1. Actually hit everything
    Generally never if I time the AoE correctly to meet them as I sprint through them (and again this is with a high ping). The only time I have a problem like that is if the DPS or healer pulls them before me causing the timing to be different of when I pass through them, but this is extremely rare. To be fair, I've been doing this for years so I'm used to it and have the timing perfect and a lot of tanks probably don't.

    The only other time I have this issue is if my aoe did not fully clip one or more of the enemies and I have to wait for a second GCD, but again this is rare and there are often abilities I can weave so I can continue on, or click the ones I missed in the enemy list and provoke/ranged attack them. Usually an issue like that only happens if I just woke up and was multitasking.

    we've also standardized provoking during casts of tankbusters and not between instant attacks of hard content because provoke is just not reliable enough to trust it.
    That isn't why. There were many tankbusters in the past where, once the cast completes, the very next hit (often an auto-attack or second TB) one-shots the tank if it's still on them, so it has to be provoked off them before the cast completes.

    This is not the case for all tank busters. There are tank busters where it is safe to provoke at the end of the cast or where they will survive a hit or two at the end of the cast, but still need it provoked off them.

    To be honest, I've even provoked at 75% of the cast before so I can weave something else and it's been fine, but doing it at the start if possible is ideal because then the other tank can shirk near the end of the cast and it's a really smooth transition.

    Quote Originally Posted by Swordsman View Post
    One characters jump animation on one computer is already complete by the time the 2nd computer even sees that character start its jump animation.
    That is definitely something I observed in other games that I ran two clients of, just because on one client the movement begins immediately but by the time that information reaches the server and then is sent out to nearby clients, it's been quite a while unless you both live next to the server.
    (3)

  10. #80
    Player
    Neoyoshi's Avatar
    Join Date
    Aug 2013
    Location
    ☀ Ul’dah ☀
    Posts
    985
    Character
    Neoyoshi Kaligawa
    World
    Gilgamesh
    Main Class
    Monk Lv 100
    Wow, imagine experience lag in a mmorpg, and then any level of lag calls for a some type of extreme measures to circumvent something that- is always going to happen no matter how good the tech is on all sides, because... and i cannot stress this enough, the internet- i don't know... LAGS SOMETIMES.
    (2)


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