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  1. #161
    Player
    DSN's Avatar
    Join Date
    Aug 2013
    Posts
    240
    Character
    Squishy Pants
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Why is it so hard when you are hit by an attack to query the players position and if it has changed, and they should not be hit ... they don't get hit.
    Last night in Titan a landslide goes from NW to SW, I was beyond clear of it. How do I know you ask ... because when I was 'hit' and fell to the floor I was no where near where landslide was. If you take in to account its a knock back how would I end up on the east side on the arena? I didnt even slide the direction the attack was but a completely new direction all together.

    Again a simple solution is to ping the client for an update on hit to determine if they should be hit or not. Timer based updates are bad, have we not learned about asynchronous event based programming yet?
    (8)

  2. #162
    Player
    Dropeti's Avatar
    Join Date
    Aug 2013
    Posts
    7
    Character
    Drop Malachi
    World
    Behemoth
    Main Class
    Thaumaturge Lv 50
    Yes please, pay attention to this issue SE.

    I'm seriously sick and tired of seeing people tell me the game has no such problem and that is is my fault whenever that ADS laser cannon hit me without even giving me a chance of avoiding it (being out of the line way before it finished casting).

    I have 170ms ping and a 35mb download, 20mb upload internet speeds which runs flawlessly, so even though I'd like to blame it on my latency I know that is not the issue here.
    (8)

  3. #163
    Player
    DeceptionsWrath's Avatar
    Join Date
    Aug 2013
    Posts
    243
    Character
    Anita Rathkamp
    World
    Leviathan
    Main Class
    Weaver Lv 60
    It's pretty sad that this has been on the front page since it was made and still not a word on it. But they reply to us for bigger butts. I guess i'll just take the silence as a "No we're not fixing it" and move on. Well SE, enjoy that 45$ i gave you because you'll not see another penny from me.
    (7)

  4. #164
    Player
    neoreturn's Avatar
    Join Date
    Aug 2013
    Posts
    258
    Character
    Neo Anderson
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    It is a design issue/flawness. Got Dmg or not should be checked in client Instead of sever. They need review this design.
    (3)

  5. #165
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    96
    Quote Originally Posted by Namko View Post
    I heard the lag is more severe on Mondays?
    Can confirm this. Yesterday was horrible. Random 90k disconnects (and after 90k, it says "I'm still logged in" for the next 10 minutes? wtf?) and lag spikes in dungeons added to the in-built game lag.
    (3)

  6. #166
    Player
    Sybreed's Avatar
    Join Date
    Oct 2013
    Posts
    68
    Character
    Silvaire Gerraldieux
    World
    Malboro
    Main Class
    Marauder Lv 50
    Agreed, yesterday was especially bad, but I don't know if that is an every Monday event or not.
    (2)

  7. #167
    Player
    CruciasNZ's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    27
    Character
    Crucias Soulrender
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by FinagleABagel View Post
    As best I can tell, laggers are simply laggers. The positional check isn't the primary issue. I live relatively close to the servers, so I have a pretty disgustingly awesome ping. I know that the EU datacenter is in Canada, which seems odd. I feel for the AU players, but long server distance is not particularly unusual for small player communities.
    You're forgetting that we can all play other games and dodge mechanics without issue, and that other games had this same issue at launch (SW:ToR and WoW being largest examples) and their developers isolated and fixed the problem. AU and NZ players are always going to have some latency, which will mostly affect PVP, but what we have in this game is excessive.

    Hell I can play Battlefield 3 on a server in the UK from my NZ connection and not have more than the odd lag spike now and then. That's the complete opposite side of the world from here and is technically more playable than FFXIV (because there are no game crushing issues stemming from my geographical position).
    (6)

  8. #168
    Player
    adahn's Avatar
    Join Date
    Sep 2013
    Posts
    40
    Character
    Selen Vinland
    World
    Ultima
    Main Class
    Lancer Lv 50
    yes I totally agree that for a game with boss fights designed around dodging AOE it needs to be precise and the way to go is to parse the position event based i.e. per damage that may be taken by the AOE.
    If they designed their whole thing around a synchronous timer (in which case they should rework their whole infrastructure if they want to keep this game running for more than a few years) the only easy solution I can imagine would be to probe more frequently i.e. per 100ms or so, certainly less than the average lag of a client.
    They should invest in the new servers or whatever, the players shouldn't be asked to cope with it. That said, it can be coped with if you are not also having a bad internet connection. Since all major boss fights are scripted with little variation you can memorize the patterns and move preemptively.

    Also, never use an action when you are moving away from AOE, because that will cause another position update delay.
    (1)

  9. #169
    Player
    Jinko's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    5,656
    Character
    Jinko Jinko
    World
    Moogle
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by FinagleABagel View Post
    Also, I remember the devs talking about how an inventory auto sort could cause severe server stress. Yet, you all think that a 33% faster position check wouldn't?
    Then as a developer you would think "we can compromise here, and only put increased server checks in high tier fights" , ya know like Primals and coil.

    If other MMO's can pull off moving from a circle AoE at the last moment and not getting hit with no server issues, why can't FFXIV especially seeing as its a newer game than most.
    (4)
    Last edited by Jinko; 10-30-2013 at 03:42 AM.

  10. #170
    Player
    FinagleABagel's Avatar
    Join Date
    Aug 2013
    Posts
    320
    Character
    Semir No'haelis
    World
    Midgardsormr
    Main Class
    Arcanist Lv 50
    @CruciasNZ:

    I don't think that's remotely relevant. I've had the exact opposite experience with FFXIV - where this game performs far better than what I'm used to. I think there are network issues, but not driven primarily by the position check. As long as the connection remains stable, human reaction time is more than 100ms - you aren't going to see much difference at 200ms checks. Either way, there are way too many variables to simply claim that you can do X/Y/Z there, but not here.

    @Jinko:

    No, I don't. Developers compromise far too much. If people wanted a 200ms position check, I'd make all enemy casts 100ms faster. If you had issues under the 300ms scenario, you should still experience the same issues on 200ms.

    If you are lagging, then you are both moving slower and noticing casts too late. It goes both ways. Not everything is simply on the back-end for positioning. You can't possibly react to what you can't see, which has to be considered when talking about lag.
    (0)

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