This. If you're going to project with animation, and calculate damage after animation - the casting bar should be in-sync with this. Other wise the system is disjointed and clunky by design.I think bare minimum they should re time the aoe hit detection to line up with when the actual hit goes off in the animation, and not the start of the animation. it was one of the odder things to adjust to. the fact that even if you stand there and eat an aoe, it can take a good second for the attack animation to actually trigger the strike, it just amplifies the wtf I was no where near that problem and makes the whole thing feel clunker then it should.
And it ain't no lie
Baby Bye Bye Bye
Yes I just referenced NSYNC.
^ This cannot be allowed to fall into obscurity.
Just bumping this back to the first page to make sure it still gets a visual, and hopefully a response someday. As I've said before, I would at least like to know whether it's something they plan on addressing or if they're treating it like all the players just need to get better.
+1 for this issue. On really good days I'll have 200ms and everything will be fine, but most nights during peak hour I'll be between 300-350ms, and I will get hit by absolutely everything. Titan is simply out of the question for me during peak hours, which is really disappointing as I'm trying to help others in my FC get their relics.
Would love if this issue is investigated even if there is no simple solution.
up to 16 pages and still being evaded by those on high!
Yeah, I wasn't expecting anything immediate.. but the thread has at least achieved one of it's goals. We don't have people coming in and just flat out saying people are bad and mistaking it for a QQ about Titan thread![]()
Frindly bump
I heard the lag is more severe on Mondays?
Ragnarok EU End Game LS
Dicey Cafe LS - Recruiting
Wabi-Sabi FC - Recruiting new committed players
T1-5 & Primal Extremes weekly
I fixed that for you. It's not that people choose crappy internet, it's that it's their only option.I play "those" games so I'm aware of the issues. As long as we haven't found a way around light speed and as long as crappy internet is all that is available to most people, there will always be problems. There is no "perfect" solution, but using a predictive approach with rollback is pretty much the standard because it alleviates many of the network problems that people complain about. It's unbelievable that SE didn't adopt this.
General question:
We know that the server checks position every 300ms. We know that the devs test content in a clean environment, but in theory, they are still subject to the 300ms check bottleneck. I think it's fair to assume that the dodge timing takes this into account.
If they reduce it to 200ms, does it not stand to reason that the dodge time frame gets adjusted accordingly? I doubt the devs will make the game categorically easier.
As best I can tell, laggers are simply laggers. The positional check isn't the primary issue. I live relatively close to the servers, so I have a pretty disgustingly awesome ping. I know that the EU datacenter is in Canada, which seems odd. I feel for the AU players, but long server distance is not particularly unusual for small player communities.
Also, I remember the devs talking about how an inventory auto sort could cause severe server stress. Yet, you all think that a 33% faster position check wouldn't?
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