I have this feeling they aren't going to do anything.
Call it a hunch. Maybe I'm just in a bad mood.

I have this feeling they aren't going to do anything.
Call it a hunch. Maybe I'm just in a bad mood.



To avoid double-posts, here's a link to my most recent take on this in another thread.
Short story: it should be sooner rather than later, it may be hinted at very subtly.
As for 3.0 I think that's a realistic target for a complete overhaul for the netcode, but they would need to address the issue sometime well before that, in regard to player retention. Better have some players leaving for a while with a positive opinion on the future of the game, than many leaving without ever thinking of looking back.
“Focus on the journey, not the destination.
Joy is found not in finishing an activity but in doing it.”
It's so awful. It honestly, even at its best, reminds me of Warhammer Online. It was horrible then and it's horrible now. At least that game had the decensy to 'queue' your moves so they came out when the client caught up.
I can't believe I'm playing an MMO where the controls feel so sluggish. I have to MASH my keys, and heaven knows if my moves come out. Oh I am tired of doing Rage of Halone on a moving target, seeing the animation complete and then find out the mob was out of range so I have to do it again, and again... oh my combo timed out. Well isn't that great?



Bump so this doesn't get buried under the 2.1 threads. Clearly decoys.
Q20: Will we ever be able to send tells from within an instanced area?
A20: While the feature can be implemented, it’s currently masked. It’s currently masked because we would like to prevent players from harassing each other just because they know they would never party together in the future. We will continue to monitor the situation carefully as we move forward.


They honestly should delay pvp if they aren't going to get this fixed by 3.0.
Once pvp comes out, the rage is going to go tenfold if they don't have this stuff in order.

People keep on say PvP will cause huge rage but I just don't see it happening. The most likely source of rage is if you use an invulnerability type ability but still died and was charged for it. However invulnerability type abilities are rare in this game and most classes don't even have one. The next most likely source of rage would be say you thought you LoS someone but the spell hit you anyway. But unless you're one of those true deniers that believe there's nothing wrong with the lag in this game, you should know by now that it is totally likely to randomly get hit by abilities you thought you avoided. Given player abilities are nowhere as strong as mob ability (there's nothing from a player you can LoS that's even comparable to what WotL does, for example), this isn't going to be nearly as devastating as PvE. If you didn't quit over HM Titan, it's hard to imagine things being anywhere as bad as that in PvP in this game's system.



There are actually a number a cognitive biases that could explain this. A few that come to mind:I'm pretty sure Tupsi has the issue, though he doesn't want to admit it or fails to comprehend what it is. […]
Some people have adapted to this problem. Some adapted to it a long time ago. But because this is now a natural reaction to the problem for them, they don't see it as a problem at all. That is delusional, illusional, denial thinking at it's finest.Note that some work both ways.
- Selective perception: The tendency for expectations to affect perception.
- Subjective validation: Perception that something is true if a subject's belief demands it to be true.
Also assigns perceived connections between coincidences.- Mere-exposure effect: The tendency to express undue liking for things merely because of familiarity with them.
—> We could very well be subjectively validating that there is an issue when there is not, and probably do to some extent in situations when it didn't happen but we think it did, because we believe the issue exists. Essentially at this stage of awareness, we look for it and thus tend to see it probably more often than it manifests itself. Of course, in the netcode case, I think there's no doubt that it exists (objectively), but it may not always be the reason why we failed a dodge.
Also, it's worth mentioning that the Mere-exposure effect is what, by essence, builds fandom and white-knighting. The more you are exposed to something, the more you like it, that's just the way it is. Marketing is very much based on this cognitive bias—hearing bits of a song 10 times a day makes you like it, and induces the need to hear it again, thus making you buy the song. However, it's not just a bias, per se, I think that's a strong incentive underlying our appreciation of things: we constantly strive to reinforce our appreciation of things we do genuinely like in the first place (songs, places, and of course people, anything/one that "you just can't get enough").
Selective perception, on the other hand, is pure evil to me. It makes you 'think' that something should be better because it's more expensive for instance. It makes you generally 'think' that something is good because it bears "the right property", such as the right name (this is true with brands such as Apple or Google which have their fans; this is true with people that you like, when they say things you would actually not agree with if anyone else said so, etc.) The only way to avoid that bias, even when you're aware of it, is to do "blind testing", especially with subjective tastes: for instance comparing audio systems just with your ears, not knowing at all which is playing, you may find out that the more expensive isn't necessarily the one you prefer; likewise with food (beware, that could make your mother's or your spouse's cooking not as good as you thought it were ^^; ).
The power of the mind!
Let's just hope that SE's devs aren't subjectively validating that their netcode is great… Or selectively perceiving it as good because it would have been expensive to write, and done by-the-book… That's why it's excessively hard, nigh impossible to assess your own work for these biases are all over the place in your mind. That's why the most sensible 'makers' and managers, short of objective numbers or analysis on which to base their assessments, rely on feedback more than their very own perception—they actually base their decisions on the bulk of the feedback even if they don't personally agree with it. Even if that means making the mind gymnastic of forcibly altering their own perception, so that it fits with what most people say about something—there's a lot of empathy, humility and selflessness in that; it may be among the noblest world visions one can assume.
Sorry, slightly off-topic —but just slightly!… Couldn't resist.
“Focus on the journey, not the destination.
Joy is found not in finishing an activity but in doing it.”


All true, and it does go both ways. I think one thing lending to some of it is also that the issue is almost invisible (in regards to AOEs anyway) if you have extremely low latency, and little packet loss. So, when you see someone use a VPN and it "fixes" the issue, because they can now dodge, it creates the illusion that it's something the users (all users) can fix. Fact of the matter is, a large portion of the world isn't going to have extremely low latency, or flat out can't get it. PS3 users can't upgrade their hardware, and PCs should be able to run the game using the specifications on the box. So the game needs to accommodate all those things to be successful, even if some of them aren't directly in their control.
Latency/packet loss type stuff is usually compensated for by the whole client live state discussed in the other thread, or mechanics that "hide" it by centering fights on things that are not movement intensive. You already know all that stuff though![]()
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