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  1. #1
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    842
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    There's two factors at play when you get hit by mechanics like that.
    • Mechanic snapshots and animations are often disjointed. Your ping doesn't affect this, it's the same for everyone.

      For things like the sliding bumpers or punching gloves, ~0.5s before they actually move they have already checked for collision, the animation you see later is just cosmetic. It's quite obvious on the Typhon donut map because the bumpers show their line aoe before they move, you can see how separated it is from their actual movement.

      If you want to cross an obstacle like that as early as possible, you need to be 'pre-running' into it before it has actually moved on your screen. If you only react to the animation happening, you are already late and very close to the snapshot of the next cycle. Of course, you can run too early as well, so there's an element of difficulty because you need to rely on your sense of timing.
    • However much ping you're playing on, will further offset the timings above by an equivalent amount. No matter how high your latency, you have the same window of safety for mechanics as someone on low ping - it's just shifted backwards in time.

      Suppose a mechanic plays its animation at t = 0s, hits once every 2 seconds, and the snapshot is 0.5s earlier than the animation.

      Someone playing at 0ms ping needs to start running into it on their screen at -0.5s, and they have 2 seconds of safety before the next snapshot at +1.5s
      Someone playing at 200ms ping needs to start running even earlier at -0.7s, and they are safe until +1.3s.
    Just imagine you have a clone of your character putting you on /follow and you're constantly dragging it behind you. That's your real hitbox as far as the server is concerned.
    (5)
    Last edited by Myon88; 11-06-2023 at 04:47 AM.

  2. #2
    Player
    WeebPolice's Avatar
    Join Date
    May 2023
    Posts
    324
    Character
    Weebpolice Lieutenant
    World
    Cactuar
    Main Class
    Marauder Lv 80
    Quote Originally Posted by Myon88 View Post
    There's two factors at play when you get hit by mechanics like that.
    • Mechanic snapshots and animations are often disjointed. Your ping doesn't affect this, it's the same for everyone.

      For things like the sliding bumpers or punching gloves, ~0.5s before they actually move they have already checked for collision, the animation you see later is just cosmetic. It's quite obvious on the Typhon donut map because the bumpers show their line aoe before they move, you can see how separated it is from their actual movement.

      If you want to cross an obstacle like that as early as possible, you need to be 'pre-running' into it before it has actually moved on your screen. If you only react to the animation happening, you are already late and very close to the snapshot of the next cycle. Of course, you can run too early as well, so there's an element of difficulty because you need to rely on your sense of timing.
    • However much ping you're playing on, will further offset the timings above by an equivalent amount. No matter how high your latency, you have the same window of safety for mechanics as someone on low ping - it's just shifted backwards in time.

      Suppose a mechanic plays its animation at t = 0s, hits once every 2 seconds, and the snapshot is 0.5s earlier than the animation.

      Someone playing at 0ms ping needs to start running into it on their screen at -0.5s, and they have 2 seconds of safety before the next snapshot at +1.5s
      Someone playing at 200ms ping needs to start running even earlier at -0.7s, and they are safe until +1.3s.
    Just imagine you have a clone of your character putting you on /follow and you're constantly dragging it behind you. That's your real hitbox as far as the server is concerned.
    This and the servers do an abysmal job at updating player position, citizen.




    Remember the fallen.
    (3)


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  3. #3
    Player
    Aneshda's Avatar
    Join Date
    Jul 2019
    Posts
    556
    Character
    Deidrea Shadowbane
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    As far as I know, big games cooperate with other games so that players try new games. Now I ask myself the question. Was a Jump & Run Game like Fall Guys really the right choice for Final Fantasy XIV? Wouldn't another game have been more suitable? Nintendo and Playstation have countless other games. So why Fall Guys? I mean who of you will Pay to Play Fall Guys after this cooperation? Me 100% not.
    (3)

  4. #4
    Player
    TomsYoungerBro's Avatar
    Join Date
    Oct 2022
    Posts
    473
    Character
    Tim Brady
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Aneshda View Post
    As far as I know, big games cooperate with other games so that players try new games. Now I ask myself the question. Was a Jump & Run Game like Fall Guys really the right choice for Final Fantasy XIV? Wouldn't another game have been more suitable? Nintendo and Playstation have countless other games. So why Fall Guys? I mean who of you will Pay to Play Fall Guys after this cooperation? Me 100% not.
    Looking forward to FFXIV Fortnite collab next year.
    (0)

  5. #5
    Player
    Lufir's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    470
    Character
    Lufir Lumini
    World
    Leviathan
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by TomsYoungerBro View Post
    Looking forward to FFXIV Fortnite collab next year.
    It's actually funny how real of a possibility this is lol
    (0)

  6. #6
    Player
    Kitsu's Avatar
    Join Date
    Aug 2013
    Posts
    57
    Character
    Kitsu K'ten
    World
    Brynhildr
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Myon88 View Post
    No matter how high your latency, you have the same window of safety for mechanics as someone on low ping - it's just shifted backwards in time.
    The problem that some of us are experiencing is that the mechanics are not the same window of safety when dodging the same way.

    When I pre-run into an area that is immediately becoming safe, sometimes I get hit, and sometimes I don't. It's not predictable due to networking issues to the FFXIV servers. From where I'm located in the United States, I have to use a VPN to go around two NTT bad nodes - Ashburn, VA and San Jose, CA. FFXIV users have complained for years about these nodes to their ISP and the FFXIV forums and nothing has changed after all of these years. With the VPN, the issue is reduced, but not eliminated entirely.

    It's easy in retrospect to say "skill issue" and "this is where you got snapshot" but it's infuriating because FFXIV is the only game that I experience networking issues with.
    (7)