It's probably fine in Japan Datacenters so nothing to worry guys. The JP Community is fine
Japan data centers use the same code as the NA datacenters. The only difference is that EU servers are based in NA and people in EU get 300 ping to servers they should be getting sub 100 to. I get 70ms to my server and have no issues with lag or ability delay at all (not including the animation delay that was intentional)
Net-code seems fine. Mechanics are running as expected. GCD is acceptable.
Solution: Go play a different game if you don't like this one.
-RobotoInu
*EDIT* as for the ping. 300ms is still playable in an MMO. although, you may want to try other servers to test to see where you can get a better ping.
Last edited by RobotoInu; 10-02-2013 at 03:23 AM.
Yeah, the netcode seems fine. Totally fine.
As to your edit, whether you realize it or not, everyone is playing with a variable ping that can be up to 300ms + your normal ping. In case you couldn't be bothered to familiarize yourself with the thread I linked, here's the short version:
Per Yoshi himself, the server handles all calculations regarding player positioning. The server polls the client every 300ms to determine whether a player moves or not. It uses no predictive functions and doesn't re-confirm with the client before determining a result. This means that it is entirely possible to run clear of an AOE attack, but if you were cutting it close and are unlucky, the last time the server bothered to check your position before the cast completed still had you inside the AOE area. I have been killed by boss mechanics standing in the only safe area of a fight, on top of teammates that survived.
If you play any class with spells, you can see this polling in action very easily. Start casting a spell and then move near the end of the cast. Sometimes the spell will interrupt. Sometimes, the cast will complete. This is because of the polling. Similarly, if you quickly move and then initiate a cast as soon as you stop moving, sometimes the cast will work, and other times it will generate a false "interrupt" because the polling intervals (and trust in the client) are so poor that the server thought you were still moving, and so it interrupts the spell.
Completely agree with you.
This home made engine is coded poorly, the netcode is horrible and the tickrates are too high. I can play other mmos better than this one, with a 5* higher ping.
They copied so much from other games, they should've used an engine that actually works.
This is the reason we won't sub btw (oh and the lack of content).
Ya sure have low standards... And telling a paying customer to "go play some other game" sure is the right thing to say hereNet-code seems fine. Mechanics are running as expected. GCD is acceptable.
Solution: Go play a different game if you don't like this one.
-RobotoInu
*EDIT* as for the ping. 300ms is still playable in an MMO. although, you may want to try other servers to test to see where you can get a better ping.
This was about the dumbest thing you could have posted. Go play on another server? Oh yea you mean the one that is located in the SAME PLACE? That's going to help ping a whole lot.Net-code seems fine. Mechanics are running as expected. GCD is acceptable.
Solution: Go play a different game if you don't like this one.
-RobotoInu
*EDIT* as for the ping. 300ms is still playable in an MMO. although, you may want to try other servers to test to see where you can get a better ping.
The code maybe functional if you live within 6 hours of the servers but for people that don't it's atrocious. 300ms is playable in most MMO's and it would be in this one as well if it wasn't for the fact that a 300ms ping gets you one shot in most end game fights. I'm running at around a 120-130ms ping and I have to be out of aoe areas before the cast hits 50% or I will be hit by it. That's not "working as intended" that's just flat out broken.
Get back to us after HM Titan. Until then the ping difference isn't an issue. HM Titan and in coil it's a very big issue
Last edited by Ariyn; 10-04-2013 at 10:35 PM.
Oh you do, you just don't realize it. Thanks to the internal tick rate being 300ms, everyone has a bare minimum of an effective 300ms latency, regardless of where you live. Of course living outside of the US or Japan exacerbates the issue (to the point where if you're in Europe, Australia or any other area like that you're better off playing any other MMO, hell I get better performance with EVE Online as an Australian and the server is in LONDON).Japan data centers use the same code as the NA datacenters. The only difference is that EU servers are based in NA and people in EU get 300 ping to servers they should be getting sub 100 to. I get 70ms to my server and have no issues with lag or ability delay at all (not including the animation delay that was intentional)
Stop making excuses for SquareEnix. Other MMOs do NOT have this issue (other than SWTOR but even they managed to fix that I think, at least I haven't heard people complaining about it for ages, unless it's just because nobody plays it anymore).
"Well then move to a Japanese server" I hear you say. I was on Tonberry during Beta Phase 4, it wasn't much better than it is right now. Even though it's around 150ms to Japan vs. the 300ms to Montreal, you still have that internal 300ms to worry about, which (in the best case scenario) halves the benefit of playing on JP servers.
Last edited by skillface; 10-02-2013 at 03:28 AM.
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