Most people think if they out of the red when the hit lands they should not get hit. When in reality you get hit if you was in the red as it vanishes. Same for Titan, If you was within landslide the moment the purple lines vanish, your hit. The attack animation comes after the position check. Is something you suppose to get used too and even use to your advantage. I sometimes have to take the first phase of Titan to explain this and demonstrate it, by walking out of the purple and as it vanishes walking right back into it.
I don't think that many don't know that. When I define myself as being "out of AoE", I define it as "being out of AoE marker before it vanishes from my screen"
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@OP I won't say that lag issues never existed in other MMOs, but I will say this is the first MMO I've played where I've heard of anyone needing to use a tunneling software (i.e Battleping) to play the game.
I'm from Argentina and i usually have around 300-400ms of ping, so i was having trouble to leave aoe zones. Yesterday i download and bought time on battleping and it was having the server right by my side, i feel like now i have around 150-200ms of ping or maybe less.
Really good program, anyone with problems should try it, it come with a free trial that disconnect every 20 min, its enought time to make a few test to see if will help you.
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I'm the Princess of the Night~~
The person with the excellent diagram also noted something along these lines with the timestamp idea. The problem with the timestamp idea, and giving .3 seconds leeway to all AoE abilities before they actually hit you is twofold:
1 - You should get IMMEDIATE feedback whether you have been hit or not hit
2 - What you see on your screen should be the definitive version of the AoE and your position in it
If you add in these artificial delays to the AoE "hit", then we end up with a stuttery experience in terms of when we see actual damage. If these ideas were implemented, then you wouldn't know if you got hit by the AoE until .3 seconds after it looked like you got out of it. So basically, you're going to watch yourself die OUTSIDE of the AoE sometimes. Think of the fall damage delay we already experience.
So why are there people from Europe (like me) that don't have this problem at all?
And why are there people from NA that have this problem as well?
Maybe it's a ISP problem, but placing the servers in Europe would not help much.
Sure, you would get a better ping, but it's minimal.
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The 0.3s update is not just about movement, its all communication between client and server, this number of 0.3s is pretty normal. Boss Debuffs like Allagan Rot on ADS for example are also at whim to the 0.3s update when player checking for the spread effect.
Anyone who remembers Ascendant Council heroic from WoW might remember static overload and gravity core where affected players had to run into each other to cancel them out. Often these debuffs wouldn't clear straight away due to the server check frequency being slow, so players would have to stand on top of each other for as long as 2-3s until the debuffs finally cleared. Based on this i'm pretty sure WoW does in fact have longer client-server communication intervals than FFXIV.
Having tested raid bosses on WoW PTR's (based in US) even with 300ms, moving out of a AoE is not a problem compared to using skills/abilities which came with a delay. Why? because positional updates are done both on client and server, yes you may still fail due to latency but it is far less frequent.
So with FFXIV, the real problem is player positional checks are all done on the server side instead of mostly on the client side (with server side proof check) like other MMO's. In fact one of the largest problems with the game is how little work the client is actually doing with the server doing all the work (and no surprise just putting more strain on it). The thing I wonder is if the client does more work would this affect stability of the PS3 version of the game with greater limitations on memory/processing power/framerate.
For the long term health of the game this really needs to be addressed as a top priority, especially when pvp/future raid content is considered.
Last edited by Aleo; 10-29-2013 at 12:29 AM.
SE really needs to fix this. The impact from the lag causes a lot of social issues in this type of game. When you are making a party for an end game boss, you want to get the win, so do you invite the player who cannot avoid the AOEs at all versus the other player who can?
The difficulty of the fight should be based on paying attention and doing the right thing at the right time, IE the mechanics of the fight, not the quality of a 0.3 position check with horribly located Canadian data center.
Do a search for internet backbone maps and you will see that depending where you live, you could have 300ms delay for just the router hops to their data center. When your ability to beat Titan or Coil is based on whether router456 is online, it is a bad design.
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