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  1. #1
    Player
    Aleo's Avatar
    Join Date
    Sep 2013
    Posts
    69
    Character
    Aleo Izzle
    World
    Ultros
    Main Class
    Archer Lv 20
    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.
    (12)
    Last edited by Aleo; 10-29-2013 at 12:29 AM.