Quote Originally Posted by Astarica View Post
The 0.3s check itself is not a problem. The problem is that the client in this game does no real work and has no authority. In any other game, what happens is server tells client "AE coming in 2.0s", and client knows when the AE ends, and it definitely knows the position of the player at that point, so it either tells servers "Player avoided AE!" or "Player got hit" depending on what it sees. It doesn't matter how much lag there is between the client and the server, because the client knows when the AE ends, and it definitely knows where the player is. The info can be incredibly delayed but it'll still match what you observe on your screen. In FF14, the 'Player got hit' decision is made by the server. All the client does is relay the player's position at certain times. Even though the client has a better picture of the player's position, it doesn't matter.
Wouldn't that just let people make programs that tell the server a player avoided an AoE no matter where they are? There has to be some server-side validation.

It seems like this could certainly be a symptom of the 300ms delay, but it could also be due to SE's servers being so bogged down, they aren't processing the data in time. If that's the case, upping the update frequency would hurt them even more.