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  1. #1
    Player
    Astarica's Avatar
    Join Date
    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    Here's a super easy way to see the lag in this game is persistent. Take a spell that takes more than 1s to cast, and just put auto run on and keep on try to cast that spell while running and see how far the spell casts. I picked Foe's Requiem (3.00s), and I range between 1.80s to 2.40s left before it is interrupted. That means it takes 0.6-1.2s before my client realizes that I cannot cast a spell while running continously. That's how far behind your client is compared to what actually happens on the server. There's no skill involved in this particular action, since I'm just running in a straight line and seeing when the spell stops. There is certainly no in game mechanics that'd allow you to cast a spell while running. I tried jumping and mashing random other buttons and they've no discernible effect on the time before the spell gets interrupted.
    (4)

  2. #2
    Player
    NeonC's Avatar
    Join Date
    Aug 2013
    Posts
    352
    Character
    Neon Sea
    World
    Excalibur
    Main Class
    Archer Lv 50
    I can actually cast heals and run at the same time lol!
    (0)

  3. #3
    Player
    NeonC's Avatar
    Join Date
    Aug 2013
    Posts
    352
    Character
    Neon Sea
    World
    Excalibur
    Main Class
    Archer Lv 50
    try walking and casting sustain or a spell with a short cast time, you actually get it to resolve! Pretty cool, but kind of sad.
    (3)

  4. #4
    Player
    Sethius's Avatar
    Join Date
    Aug 2013
    Posts
    4
    Character
    Fellthar Grey
    World
    Behemoth
    Main Class
    Lancer Lv 35
    I don't know if this has been said in this long thread, but if they can't change the 300 ms position update system, I wish they would just apply the damage of AoE's 300 ms after the red area disappears (make the red area last 150-300 ms less to compensate for balance if needed). I don't care what the fix is really, as long as when I'm out of the red area I don't get hit by the damage (barring lag on my end). Raiding needs precision, and right now it can sometimes feel a bit too sloppy.
    (3)

  5. #5
    Player
    TheRac25's Avatar
    Join Date
    Apr 2011
    Posts
    415
    Character
    Krell Ynjynor
    World
    Excalibur
    Main Class
    Fisher Lv 50
    Quote Originally Posted by Sethius View Post
    I don't know if this has been said in this long thread, but if they can't change the 300 ms position update system, I wish they would just apply the damage of AoE's 300 ms after the red area disappears (make the red area last 150-300 ms less to compensate for balance if needed). I don't care what the fix is really, as long as when I'm out of the red area I don't get hit by the damage (barring lag on my end). Raiding needs precision, and right now it can sometimes feel a bit too sloppy.
    indeed sloppy is correct terminology
    (1)

  6. #6
    Player
    Astarica's Avatar
    Join Date
    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    From the server's point of view, you're always teleporting around. The server does not attempt to model the player's movement. Just look at pathing for mobs and it should be obvious why the server doesn't even attempt to try to figure this out (because it can't). When your client tells server that player is position XYZ, the server implicitly assumes that the player just teleported there, because it has no ability to model the player's pathing (way too computational expensive). So teleporting hacks are easy as you're just changing the value of XYZ you're reporting back. All the server can do is sanity check (e.g. see if you moved way too fast). It absolutely has no way of attempting to try to figure out how you moved there. But unless you're planning to use teleport hacks to deal with the unresponsiveness (and I'm sure that'll work, if you didn't get banned first), that's not exactly a viable solution.
    (1)

  7. #7
    Player
    APilgrim's Avatar
    Join Date
    Sep 2013
    Posts
    52
    Character
    Noldor Avari
    World
    Midgardsormr
    Main Class
    Fisher Lv 50
    Quote Originally Posted by Astarica View Post
    From the server's point of view, you're always teleporting around. The server does not attempt to model the player's movement. Just look at pathing for mobs and it should be obvious why the server doesn't even attempt to try to figure this out (because it can't). When your client tells server that player is position XYZ, the server implicitly assumes that the player just teleported there, because it has no ability to model the player's pathing (way too computational expensive). So teleporting hacks are easy as you're just changing the value of XYZ you're reporting back. All the server can do is sanity check (e.g. see if you moved way too fast). It absolutely has no way of attempting to try to figure out how you moved there. But unless you're planning to use teleport hacks to deal with the unresponsiveness (and I'm sure that'll work, if you didn't get banned first), that's not exactly a viable solution.
    Sort of (otherwise the server wouldn't override where the client thinks your character is in regards to AOE attacks and what-not and this thread and all the complaints wouldn't exist). I'm not attempting to offer solutions and bringing up teleporting was just to show it's not that clear-cut.
    (0)

  8. #8
    Player
    Shadex's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    215
    Character
    Shadex De'marr
    World
    Seraph
    Main Class
    Gladiator Lv 62
    What bothers me the most is that Square comes off as actually thinking that saying absolutely nothing and pretending that issues don't exist is a viable and professional method of handling customer complaints. They 'may' read everything. But the simple fact that they never respond to these issues creates a logical and clear sense that we as customers are ignored and low priority.
    (9)

  9. #9
    Player
    peaches's Avatar
    Join Date
    Aug 2011
    Posts
    384
    Character
    Egwene Al'vere
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    Agreed, the way they managed everything is very, very strange. Almost everything in this game is linked with the server time which is odd, and frustrating. DoTs, HoTs, enemy cast times, AoE's, position updating. All of these things need to happen on our end to minimize the impact of latency issues.
    (1)

  10. #10
    Player
    Astarica's Avatar
    Join Date
    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    The decision to do most things server-based as opposed to client based is not laziness or cost. Honestly it's probably more expensive overall to have the server do these things instead of just letting the client handle it. The problem is that SE apparently think this model totally makes sense despite them being the only company that runs such a model, and that's why this problem is serious. It's not that they don't want to or lack the resources to fix the problem. They clearly think the game is perfectly as is. This is a design issue. It'd be like how SWG originally by design does not allow most players to ever become a Jedi. The devs aren't getting extra money out of this. They simply believe that is the way the game ought to be.
    (2)

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