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  1. #1
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    FinagleABagel's Avatar
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    @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.
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  2. #2
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    Jinko's Avatar
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    Quote Originally Posted by FinagleABagel View Post

    @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.
    Thats ridiculous, so you would take away the actually issue and then make a fake one to take its place, glad you aren't making this game i guess.
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  3. #3
    Player
    FinagleABagel's Avatar
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    Quote Originally Posted by Jinko View Post
    Thats ridiculous, so you would take away the actually issue and then make a fake one to take its place, glad you aren't making this game i guess.
    The issue is lag, not the position check. That's where you are confused. I wouldn't make the game easier for people with normal connections to my server.

    Somewhat moot point, we have plenty of evidence pointing to the servers being incapable of handling a flat 33% increase in query loads for positioning.

    Quote Originally Posted by Kosmos992k View Post
    Jump is an instant action with no cool down, that you can spam as often as animation allows...it also forces a position check. So, run out of AoE, and jump, position check, hey presto... Server sees you out of AoE.
    I do not think that's true, considering you can still do a slide cast while in a jump animation.
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    Last edited by FinagleABagel; 10-30-2013 at 03:58 AM.

  4. #4
    Player
    Jinko's Avatar
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    Quote Originally Posted by FinagleABagel View Post
    The issue is lag, not the position check. That's where you are confused. I wouldn't make the game easier for people with normal connections to my server.

    Somewhat moot point, we have plenty of evidence pointing to the servers being incapable of handling a flat 33% increase in query loads for positioning.



    I do not think that's true, considering you can still do a slide cast while in a jump animation.
    I think you mean the issue is latency ... lag and latency are two different things.

    300ms of wait time after clearing an AoE is actually quite a lot and is why people are being hit when they appear out of them, yes latency is exacerbating the issue so IMO they both need fixing, chances of EU getting real servers is minimal at best.

    Of course as someone said previously the fact that animations and cast bars don't match up nor do AoE circle visual cues, so the whole system is broken on multiple levels.

    It's not just one thing that is causing this issue, everyone can tell a different story.

    Kosmos mentioned that you can jump (or cast) when leaving a circle to force a server check, which is very true, but why can't they program the client to force a server check when you leave an AoE circle ? (this still wouldn't solve latency or lag issues though)
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    Last edited by Jinko; 10-30-2013 at 05:23 AM.

  5. #5
    Player
    FinagleABagel's Avatar
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    Quote Originally Posted by Jinko View Post
    /snip
    No. I meant lag because it's a broader concept. There are several issues at work:

    1) Latency - People see the skill activate late and then are unable to get out of the AoE fast enough.
    2) Jitter - People see the skill activate in near real time, but have an inconsistent connection).
    3) FPS - There is an ongoing issue that causes a sudden drop in control responsiveness and FPS. Fixed by computer restart.

    None of this has anything to do with the 300ms position check. I do not support changes to the timing of skills, because this isn't a universal problem. It would change how combat is intended to flow for the majority of players and would make the semi-active dodging system almost pointless.

    Having the server instant recognize when you leave an AoE would be infinitely worse than a 200ms position check, which is already likely to be impossible to implement due to server stress.
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  6. #6
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    Jinko's Avatar
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    Quote Originally Posted by FinagleABagel View Post

    Having the server instant recognize when you leave an AoE would be infinitely worse than a 200ms position check, which is already likely to be impossible to implement due to server stress.
    Again I will say it, if games like WoW can manage these kinds of server checks with millions of players, why can't FFXIV ?

    The game is newer the servers "should be newer", but I guess that doesn't matter when the netcode is terrible.

    It's only impossible because SE are incompetent.
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    Last edited by Jinko; 10-30-2013 at 05:29 AM.

  7. #7
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    Quote Originally Posted by Jinko View Post
    Again I will say it, if games like WoW can manage these kinds of server checks with millions of players, why can't FFXIV ?

    It's only impossible because SE are incompetent.
    Simple because A does not equal B logically does not mean that A is somehow less than B. Your oversimplifications simply reinforce your total ignorance on the subject. Feel free to voice an opinion, but don't attack when you know far less than me, or in particular, SE.

    Like I said before, you can't just compare games without full knowledge of the backend systems. None of us have that. Your suggestions are utterly out of the realm of reality because they ignore what we already know. It's not SE's job to explain every little piece of their process. They very well may be alright with losing a smallish minority of players (face it, people with this problem *ARE* a minority).
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