.5 was in beta, it was changed to .3 after people complained about the positioning check.
They really didn't fix the problem, only reduced it slightly.
.5 was in beta, it was changed to .3 after people complained about the positioning check.
They really didn't fix the problem, only reduced it slightly.
ITT: People blame a software company for the issues that they experience with hardware.
SE uses a data center. That data center holds their servers. Those servers can and probably do have many network jumps before it gets to your client. You as the client don't care about the hardware involved and just focus on SE that made the software you use. No one sees the problem here?
Yes, the data center could be the root of all evil, but they are in the business of providing servers to clients like SE. So more than likely it's not all the data centers fault either. There are numerous jumps between your client and their server. Any one of those could also impact your experience. I can't count how many times I have had internet issues with Time Warner and they had to research to find out that some hub 5 miles away from me was tampered with and it was impacting everyone's internet in the area. Truthfully it may not actually be the data center or your ISP that are at fault. It could be something else along the network stream.
Your average gamer doesn't want to hear that. They want to take their pitchfork to the monster in their eyes. For the record FFXIV:ARR isn't the only game to have similar issues. There were reports of this very same thing with every other MMO that I can remember. Rift and SW:TOR being the last to that I remember best.
Do a pathway. Even a -t shows the issue.
The issue isn't their data server, it's the buffer from their center --> primary servers.
You don't actually experience the latency issues UNTIL you're in an instance.
.300 is fine UNTIL you hit an instance where the .300 is added due to the fact that you're not actually instanced on the data center.
Now you have .600 ON TOP OF human response times...That's a no bueno...Especially for Titan.
I can actually show this perfectly via Twitch...I'll CLEARLY be out of the AOE/Landslide for 200-300ms and then boom, blown off the platform. -- I'm on F/O.
There's absolutely no reason for instancing not to have been ported to that data center and if they are, the .300ms tracer, isn't cutting it.
They purposefully throttled network traffic based on the packet ROT.Yeah it is. But masked is being a bit misleading, unintentionally of course.
It is only illegal to selectively throttle a specific protocol, like say bit torrent, at the ISP level, while allowing all other protocols to pass with no throttling.
They can however throttle all traffic equally and be within the law. Its much like racial or gender discrimination, but for internet traffic.
Comcast lost a big case over throttling Bit Torrent, and lieing about it.
FFXIV is still a packet-transfer.
I wouldn't say I was being misleading as opposed to pushing a technicality.
Throttling is throttling regardless of individual service.
Right, and I'm not saying people that are talking about having issues are lying either. I have experienced it, but it's not consistant. For Tracert to be 100% accurate you should be hitting the same server every time. Do we know that when we go into an instance that we are going to the same server every time? I don't think we do even if you hit E or your region language as preferred.Do a pathway. Even a -t shows the issue.
The issue isn't their data server, it's the buffer from their center --> primary servers.
You don't actually experience the latency issues UNTIL you're in an instance.
.300 is fine UNTIL you hit an instance where the .300 is added due to the fact that you're not actually instanced on the data center.
Now you have .600 ON TOP OF human response times...That's a no bueno...Especially for Titan.
I can actually show this perfectly via Twitch...I'll CLEARLY be out of the AOE/Landslide for 200-300ms and then boom, blown off the platform. -- I'm on F/O.
There's absolutely no reason for instancing not to have been ported to that data center and if they are, the .300ms tracer, isn't cutting it.
Problem is it seems that the FFIV devs . Do not seem to understand this generation of online gamers after 2003+. There entire delay system would work wonders if the majority was still playing on a 56k dial up. Problem now days is that for last 10 yrs many players have grown into the more pin point reaction times with all the different types of online games out now days and either got the cpu and there modems running at the speeds they need. So the delay is more of a issues for those type of players. Yes with the delay system they got some people can just go to the old school route and dodge stuff before it in the casting animation, but now you got people in your party asking why your not attacking and Your like well got wait for the delay on the mob cast. So got to stop attacking early or you die and if got more then 4 people having the same issues it a failure almost every time.
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