
This needs to be fixed sooner than later
The combat is based on the mechanic of avoiding AoE damage and half the time or more we cant even stun AoE damage before it goes off because our instant skills aren't instant.
cant run out of the AoE in time (game latency)
cant stun it in time (skill animation)
quoting myself to bump thread
Dakkon - Shiva - FFXI
Dakkon Briefs - Excalibur - FFXIV
HoCD - Vindicated - Chocobo Knights

If there is 0.3 seconds between the server's checks, then special attacks should take at least 1.2 seconds to execute. 0.3 in case the first check is missed, 0.6 seconds for the player to react, and 0.3 for when the server misses the fourth check.
There you go programmers.
Or here's an actual design improvement... force the game to acquire four or five consecutive positive (in the aoe) checks in order to hit. So if the game fails to make a check half way between two 0.3 second intervals, it lands in the player's favor instead of in stupidity's favor. Since the game can't accurately check whether a player is actually in the aoe, change the mechanic to one that's based on how long you are in the aoe rather than whether you were in or out on the last check.

You can't have the server wait for the client to send position update to determine whether something hits you or not. Doing this means even more lag. Currently the server decides your fate without waiting for the client and sends the result back, and we already see some pretty incredible lag. Now add another up to 0.3s (time it takes server to finally get your position) and imagine what happens? Yes, it'd usually be in favor of players if the server waited up to another 0.3s to make its decision, but that'd still be horrendous lag. There is absolutely no way around the lag if you don't trust the client to make the decision. This is why the client makes the decision in every other MMORPG.
Since discussion on this topic moved to this thread, I'm reposting my last reply from the former thread.
It's all about priorities.
Isn't it obvious that they do not care for responsiveness or fluidity in their game?
Every UI action has lag built into it, combat mechanics have lag built into it (animation delays, skill effects applying after animation ends etc.)
SE simply does not care about this that much, control is not king here. They think people can live with it, because it is a matter of "taste". And they are right, there are plenty of clueless people, who never had better experience in mmorpg, and don't know what we are talking about. And those who do, will be back on their epic quest, to find another wow killer, soon enough. Wildstar next in line.
Something does not feel right with your game: http://forum.square-enix.com/ffxiv/threads/86836-The-Navel-(Hard)-plume-animation-damage-impact-out-of-sync http://forum.square-enix.com/ffxiv/threads/71728-The-problem-with-Instant-OFF-GCD-abilities-makes-combat-feel-less-rewarding http://forum.square-enix.com/ffxiv/threads/91388-Silence-not-taking-effect-even-though-it-is-used-before-enemy-finishes-the-casting http://forum.square-enix.com/ffxiv/threads/86887-Unable-to-activate-skills-even-though-UI-displays-them-as-available-for-use

I think you'd literally have to be living under a rock to not know what a modern MMORPG control feels like. Sometimes it feels to me that none of the devs ever played a MMORPG besides FF11 which is why they thought this control is okay. Heck they didn't even see the need to put in the ability to jump in 1.0.SE simply does not care about this that much, control is not king here. They think people can live with it, because it is a matter of "taste". And they are right, there are plenty of clueless people, who never had better experience in mmorpg, and don't know what we are talking about. And those who do, will be back on their epic quest, to find another wow killer, soon enough. Wildstar next in line.

Duration checks rather than one inaccurate check wouldn't generate lag.You can't have the server wait for the client to send position update to determine whether something hits you or not. Doing this means even more lag. Currently the server decides your fate without waiting for the client and sends the result back, and we already see some pretty incredible lag. Now add another up to 0.3s (time it takes server to finally get your position) and imagine what happens? Yes, it'd usually be in favor of players if the server waited up to another 0.3s to make its decision, but that'd still be horrendous lag. There is absolutely no way around the lag if you don't trust the client to make the decision. This is why the client makes the decision in every other MMORPG.

Huh? There's nothing you can do that'd allow you to have accurate information without violating casuality. Let's have this hypothetical timeline:
Time 0.0s - Client sends update, player is in AE.
Time 0.01s - Server receives update from client at 0.0s. During this time, player has now moved out of AE.
Time 0.3s - Client sends update, player is out of AE
How can the server possibly know the accurate player information when it's not scheduled to receive the accurate information 0.29s later? Right now, the server doesn't wait and just sends back 'you didn't dodge that' to the client. If the server waited, it would be able to make a better decision, but you'd have even more lag, and that's not acceptable either. In this case, the server would have to wait for an extra 0.29s compared to what it already does now. While this will generally end up being favorable to players, this means if you really do fail to dodge the AE now you can go REALLY far before you get any update.

The way to solve / combat this is when in doubt the client wins in this case.
However everything is server side controlled here which causes these delays in periodic updates. I get the reasoning behind the majority of it as you can 'protect' the data although they have done a piss poor job at accomplishing that so I would suspect this is not an intentional design but just a poor one. Collision detection in online gaming is not that difficult to accomplish there are some great articles linked around explaining this in some simple an technical aspects.



The way to solve / combat this is when in doubt the client wins in this case.
However everything is server side controlled here which causes these delays in periodic updates. I get the reasoning behind the majority of it as you can 'protect' the data although they have done a piss poor job at accomplishing that so I would suspect this is not an intentional design but just a poor one. Collision detection in online gaming is not that difficult to accomplish there are some great articles linked around explaining this in some simple an technical aspects.
That's how I often considered SE's management, and subsequently their products. It seems that more often that not, they just overthink and overdo things. I'm sure they mean well, but they lack that knack for graceful simplicity, efficiency, sleek-sobriety. Their product are often pretty yet sorely lacking in elegance.
This shows a lot in many of SE's realisations.
• User interfaces: messy, lacking sobriety, organisation, even logic —just look at how they put graphical settings all over the place in ARR… There are so many menus, sub-menus, sub-sub-menus in this game… not even mentioning the amount of clicks and confirmations… It's a bit of a Nintendo nemesis, an "anti-Apple" way of doing things. It's like they live in a world dominated by a Dark Google set to do evil, where searches take 10 seconds, and the three-click rule is a minimum threshold.
• Web design: definitely not 2013-proof, it looks dated, clumsy and unintuitive (granted, LodeStone v2 is a bit better). Still, how many different, parallel, pointless ways to manage our user accounts and subscriptions/codes? From PlayOnline to the MogStation passing by SE accounts, it's always been a disorganised mess. One wonders if they don't actually make things obfuscated on purpose, because it would be hard to make it any less intuitive. Even this forum… clicking on "Settings" to see subscribed threads? Really?! haha. GW2's forums are an artistic masterpiece compared to this.
• Customer support: that's probably the worse, bouncing you from point A to point B to point C, back to point A, hours later nothing is done and you're none the wiser… If one thing, that's where they should really copy Blizzard, who set the golden standard of this industry some 10 years ago…
• Even the way CM's explain things to us… their western teams are admittedly better when they speak for themselves, but when it's a translation from the Japanese CM/devs… oh dear. It's convoluted, rarely to the point, it just never seems "easy" for them to simply expose a problem, let alone its solution. Yoshi-P's much better, I like how the man speaks —always humble and to the point. But that's by no means representative of SE's communication in general —that's one my fields of expertise, and clearly by all business standards, they're just bad at it.
An anecdote: I'm quite confident they don't do it anymore, but until a few years ago, the typical SE way of making FF was to put several teams on the same task, then compare the results and select the best one. Yes, ditching hundreds of man-hours, on a regular basis. How unproductive was that? How frustrating could it have been for their employees? :/
On topic, I think looking at their games coding must really be frightening. I'd wager their netcode is extensive, over-complex, over-bloated, full of unnecessary checks, overly centralised… At least that's how it feels.
Rube Goldberg machine-makers, I'm telling ya!![]()
Last edited by Alcyon_Densetsu; 11-15-2013 at 07:13 PM.
“Focus on the journey, not the destination.
Joy is found not in finishing an activity but in doing it.”
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