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  1. #1
    Player
    DarkB's Avatar
    Join Date
    May 2012
    Posts
    200
    Character
    Dark Brilliance
    World
    Hyperion
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by SummerSkye View Post
    I find it nearly impossible to believe that at MINIMUM a "community rep" hasn't even popped in here and said, "Hey guys, sorry for the delay getting to this TEN PAGE LONG thread, but I am going to try and bring this topic to the "guys upstairs" and let them know about it"...or some such drivel.

    This complete lack of acknowledgement is pathetic.
    Because that would be like admitting the game is broken and its a disaster. They only reply to things they willing to address or fix. They clearly have no intention to fix this and it will never be fixed because they would have to recode a lot of stuff. So far no dev gave a single answer to this issue since beta days, EVER, i even remember during beta people told them the same, they totally ignored this. Its pretty blatant clear they wont do anything about it.
    (5)

  2. #2
    Player Tiggy's Avatar
    Join Date
    Aug 2013
    Posts
    2,645
    Character
    Tiggy Te'al
    World
    Balmung
    Main Class
    Marauder Lv 53
    Quote Originally Posted by DarkB View Post
    Because that would be like admitting the game is broken and its a disaster. They only reply to things they willing to address or fix. They clearly have no intention to fix this and it will never be fixed because they would have to recode a lot of stuff. So far no dev gave a single answer to this issue since beta days, EVER, i even remember during beta people told them the same, they totally ignored this. Its pretty blatant clear they wont do anything about it.
    I'm fairly sure they addressed this in the beta forums long before this thread was ever started. I can't remember their response, but I'm pretty sure the gist was "Deal with it. It's here to stay."

    You can't expect them to readdress the same question over and again every time someone new asks it.
    (0)

  3. #3
    Player
    Borfin's Avatar
    Join Date
    Oct 2013
    Posts
    211
    Character
    Rijda Highstaff
    World
    Ultros
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Tiggy View Post
    I'm fairly sure they addressed this in the beta forums long before this thread was ever started. I can't remember their response, but I'm pretty sure the gist was "Deal with it. It's here to stay."

    You can't expect them to readdress the same question over and again every time someone new asks it.
    Can you link the response? So far as I can tell no one can, and there hasn't been one. I'd love to see it; maybe seeing peoples' responses to the response will wake SE up.
    (1)

  4. #4
    Player Tiggy's Avatar
    Join Date
    Aug 2013
    Posts
    2,645
    Character
    Tiggy Te'al
    World
    Balmung
    Main Class
    Marauder Lv 53
    Beta forums are dead. No can do.
    (0)

  5. #5
    Player NeruMew's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    393
    Character
    Neru Silverlight
    World
    Balmung
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Borfin View Post
    Can you link the response? So far as I can tell no one can, and there hasn't been one.
    Even if they had said that, I don't think it's an acceptable response... This is not a latency issue persay, since it's not really dictated by ping.

    And I'm sure what everyone is trying to get through is that this is an issue that needs to be addressed and fixed. Saying they just won't fix it is kind of a negligent response.

    This clearly matters to a big part of the community, and affects another huge part inderectly, which are the players that get grouped with people that have high delays and fail to dodge aoe's or interrupt casts properly more often due to this.

    A lot of players want this fixed, not ignored and looked over.
    (1)

  6. #6
    Player
    Nero's Avatar
    Join Date
    Mar 2011
    Posts
    1,671
    Character
    Karon Mephisto
    World
    Ragnarok
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Borfin View Post
    Can you link the response? So far as I can tell no one can, and there hasn't been one. I'd love to see it; maybe seeing peoples' responses to the response will wake SE up.
    Google is your friend ( Actual Post from Yoshi in Beta-Forums ):


    ■Area Attacks and Latency Issues■ Producer and director Yoshi-P here. Thank you for all of your feedback on latency issues and the evasion of enemy attacks. As we continue working to address these issues in time for phase 4 and release, I'd like to inform you all of the current situation.
    This post will focus on area attacks that are difficult to evade, or still connect even if you appear to have avoided it.
    Damage taken when Ifrit uses Eruption.
    When Ifrit used eruption in phase 3, the animation had a momentary build-up before the explosion. Because of this momentary buildup, there was a slight delay between the server's check and the explosion. This has already been corrected for phase 4 and release.
    Damage taken for what looked like a near miss.
    Registering Player Damage
    In phase 3, when judging whether a character was standing in an attack's area of impact, your position was checked using a circle around your character to represent the space your character stands in.
    Furthermore, to keep the different races balanced, the radius of this circle was the same for all characters. Because of this, even if you appeared to have barely escaped the area of effect, a portion of the circle was still within range. This created the illusion that you barely evaded attack, with varying results depending on your race. For phase 4 and release, this circle has been reduced to a single point at the center of where your character is standing to more accurately determine your position.
    Enemy Progress Bars and Area of Impact
    Being an online game, there will always be a minimal delay when input is received from the player and sent back after being processed by the server. In FFXIV: ARR, your position is checked by the server once every 0.3 seconds. This timing is synced and processed according to the servers to prevent lag between your input and what you see.
    During phase 3, however, this syncing did not take place due to stringent server checks that took place, causing lag between what you saw on the enemy progress bar and your character's positioning. As a result, even if you appeared to be outside the area of impact when the progress bar was filled, damage was still taken.
    Adjustments are being made to reduce lag as much as possible, and syncing should improve the timing between enemy cast bars, area of effect markers, and the actual attacks.
    Rest assured that we're doing what we can to make sure players can safely evade attacks by watching enemy cast bars and markers for area attacks.
    Players overseas were also affected by having to access the Japan data center in Version 1.0, as this further delayed the relay of data from the server. With the establishment of a regional data center and the above measures being taken to improve syncing with the servers, we will continue working to ensure an enjoyable gaming experience for all of our players. (Even with a great connection, I think there's still maybe a 0.1 second margin of error with the cast bar, so make sure to get out of the way when playing with your party. )
    (0)

  7. #7
    Player
    Sunarie's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    544
    Character
    Sunarie Rymshek
    World
    Famfrit
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by Nero View Post
    Google is your friend ( Actual Post from Yoshi in Beta-Forums ):

    *snip* "Adjustments are being made to reduce lag as much as possible, and syncing should improve the timing between enemy cast bars, area of effect markers, and the actual attacks.
    Rest assured that we're doing what we can to make sure players can safely evade attacks by watching enemy cast bars and markers for area attacks."
    The person Borfin (whom you responded to) said that response was that the delay stuff was here to stay, and to deal with it... the part I quoted certainly doesn't sound like that. Additionally, I would not think that addressing the issue publicly post launch when it's apparent the issue is still an issue.. would be "readdressing the same question over and again every time someone new asks it." It hasn't been addressed a single time since that update to .3 second intervals was suppose to "fix" it.
    (1)

  8. #8
    Player
    complexxL9's Avatar
    Join Date
    Aug 2013
    Posts
    187
    Character
    Soul Pierce
    World
    Cerberus
    Main Class
    Miner Lv 50
    Quote Originally Posted by Sunarie View Post
    The person Borfin (whom you responded to) said that response was that the delay stuff was here to stay, and to deal with it... the part I quoted certainly doesn't sound like that. Additionally, I would not think that addressing the issue publicly post launch when it's apparent the issue is still an issue.. would be "readdressing the same question over and again every time someone new asks it." It hasn't been addressed a single time since that update to .3 second intervals was suppose to "fix" it.
    What according to SE is working as intended, is animation delay. For example when you cast a cure and effect happens not after cast bar fills up, but when the animation has finished playing, that kind of stuff is here to stay, unless SE changes their mind. Same goes for all skills, interrupts, stuns, silences etc. Even a potion takes effect after animation, so it is possible to get into situation, where you successfully use a potion and it is consumed (disappears from your inventory), but you get hit just before the animation ends - and you die, because the potion effect did not apply due to "drinking" animation still playing.
    (2)
    Last edited by complexxL9; 11-13-2013 at 08:30 AM.
    Something does not feel right with your game: http://forum.square-enix.com/ffxiv/threads/86836-The-Navel-(Hard)-plume-animation-damage-impact-out-of-sync http://forum.square-enix.com/ffxiv/threads/71728-The-problem-with-Instant-OFF-GCD-abilities-makes-combat-feel-less-rewarding http://forum.square-enix.com/ffxiv/threads/91388-Silence-not-taking-effect-even-though-it-is-used-before-enemy-finishes-the-casting http://forum.square-enix.com/ffxiv/threads/86887-Unable-to-activate-skills-even-though-UI-displays-them-as-available-for-use

  9. #9
    Player
    Sunarie's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    544
    Character
    Sunarie Rymshek
    World
    Famfrit
    Main Class
    Black Mage Lv 70
    Quote Originally Posted by complexxL9 View Post
    What according to SE is working as intended, is animation delay. For example when you cast a cure and effect happens not after cast bar fills up, but when the animation has finished playing, that kind of stuff is here to stay, unless SE changes their mind. Same goes for all skills, interrupts, stuns, silences etc. Even a potion takes effect after animation, so it is possible to get into situation, where you successfully use a potion and it is consumed (disappears from your inventory), but you get hit just before the animation ends - and you die, because the potion effect did not apply due to "drinking" animation still playing.
    Right, and I really wasn't arguing that that bit wasn't working as intended. But that bit isn't really what this thread is highlighting at all.
    (2)

  10. #10
    Player
    Borfin's Avatar
    Join Date
    Oct 2013
    Posts
    211
    Character
    Rijda Highstaff
    World
    Ultros
    Main Class
    Arcanist Lv 50
    Then there isn't an official response on file. :P
    (0)

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