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  1. #461
    Player
    Astarica's Avatar
    Join Date
    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    I think the concerns for PvP are overblown because given how universal the lag is, it'd going to cut both ways, and even if the lag makes meleeing not viable, history has shown people are really quick at rerolling to classes that are effective in PvP. I can certainly see a lot of other issues with PvP in this game, but lag isn't one of them. At worst people reroll all to ranged DPS (which isn't even unusual in MMORPG for PvP), and the lag is consistent enough to affect everyone equally. That is, you'll win some due to lag but you'll also lose some to lag when you're the same base archtype (ranged).

    However, PvP would make it very clear that the lag is persistent and not just a problem limited to a few guys.
    (2)

  2. #462
    Player
    Kyana's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    395
    Character
    Kyana Nekote
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    I wish I could get a faster connection too T_T

    However. It's still frustrating when trying to do Titan HM and always have someone get hit by a landslide or plume although the people are WAY out of range.

    Why can't they add a timestamp to data sent and recieved so the server could determine that a player was out of range at the time the skill went off?
    This should also make teleporting between gathering nodes impossible.

    It's not very encouraging if the answer to these problems is to "zoom out the camera" ><
    (3)

  3. #463
    Player
    Soukyuu's Avatar
    Join Date
    Mar 2011
    Posts
    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Fast connection has nothing to do with this. MMOs don't need more than 10kb/s most of the time, and honestly, which connection doesn't offer that?
    Unless you are referring to "low latency" as "fast".

    Packet loss is the worst thing that can happen, followed by high latency. This is also the reason I cancelled my sub for now until something is done about it. My ISP told me they can't do anything, so it's up to SE. Let's see what the live letter brings.

    As a 1.0 player, I'm especially disappointed the things didn't change (much). The whole talk of regional servers ended up helping only a portion of the people (namely most of the NA), while dividing the community and not offering anything in exchange for the rest of the world. As expected.
    (9)

  4. #464
    Player
    DakkonBriefs's Avatar
    Join Date
    Apr 2012
    Location
    Gridania
    Posts
    51
    Character
    Dakkon Briefs
    World
    Excalibur
    Main Class
    Lancer Lv 70
    bump to save Eorzea!
    (4)

    Dakkon - Shiva - FFXI
    Dakkon Briefs - Excalibur - FFXIV
    HoCD - Vindicated - Chocobo Knights

  5. #465
    Player
    doctordugong's Avatar
    Join Date
    Oct 2013
    Posts
    21
    Character
    Doctor Dugong
    World
    Cactuar
    Main Class
    Gladiator Lv 50
    I am not entirely sure this belongs here, but I have been experiencing random 90000 errors for the better part of two months now. These errors boot me from the game at least once an hour, sometimes more depending on whenever the errors feel like popping up. They seem to appear more often when I send a chat or perform actions.

    I have completed everything on the website's list dealing with connection issues, short of buying a new router (that is four months old). I did not experience these issues during Beta, P4, and even the free trial period. I'm not really sure what to do next to solve this issue, as Square has been very unhelpful in the two tickets I've sent about this already.

    I'm hoping this issue is solved because I cannot be reliable anymore as I disconnect constantly.
    (0)

  6. #466
    Player
    Goreth's Avatar
    Join Date
    Oct 2013
    Posts
    57
    Character
    Goreth Cervantes
    World
    Exodus
    Main Class
    Thaumaturge Lv 51
    Quote Originally Posted by doctordugong View Post
    I am not entirely sure this belongs here, but I have been experiencing random 90000 errors for the better part of two months now. These errors boot me from the game at least once an hour, sometimes more depending on whenever the errors feel like popping up. They seem to appear more often when I send a chat or perform actions.

    I have completed everything on the website's list dealing with connection issues, short of buying a new router (that is four months old). I did not experience these issues during Beta, P4, and even the free trial period. I'm not really sure what to do next to solve this issue, as Square has been very unhelpful in the two tickets I've sent about this already.
    Do you have this issue with other games or just FFXIV, that would help narrow down the problem. Tools such as http://www.dslreports.com/linequality may be helpful as well.
    (0)

  7. #467
    Player
    Citizen_Thom's Avatar
    Join Date
    Aug 2013
    Posts
    138
    Character
    Talking Crow
    World
    Adamantoise
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Astarica View Post
    You can't have the server wait for the client to send position update to determine whether something hits you or not. Doing this means even more lag. Currently the server decides your fate without waiting for the client and sends the result back, and we already see some pretty incredible lag. Now add another up to 0.3s (time it takes server to finally get your position) and imagine what happens? Yes, it'd usually be in favor of players if the server waited up to another 0.3s to make its decision, but that'd still be horrendous lag. There is absolutely no way around the lag if you don't trust the client to make the decision. This is why the client makes the decision in every other MMORPG.
    Duration checks rather than one inaccurate check wouldn't generate lag.
    (0)

  8. #468
    Player
    Astarica's Avatar
    Join Date
    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    Quote Originally Posted by Citizen_Thom View Post
    Duration checks rather than one inaccurate check wouldn't generate lag.
    Huh? There's nothing you can do that'd allow you to have accurate information without violating casuality. Let's have this hypothetical timeline:
    Time 0.0s - Client sends update, player is in AE.
    Time 0.01s - Server receives update from client at 0.0s. During this time, player has now moved out of AE.
    Time 0.3s - Client sends update, player is out of AE

    How can the server possibly know the accurate player information when it's not scheduled to receive the accurate information 0.29s later? Right now, the server doesn't wait and just sends back 'you didn't dodge that' to the client. If the server waited, it would be able to make a better decision, but you'd have even more lag, and that's not acceptable either. In this case, the server would have to wait for an extra 0.29s compared to what it already does now. While this will generally end up being favorable to players, this means if you really do fail to dodge the AE now you can go REALLY far before you get any update.
    (0)

  9. #469
    Player
    DSN's Avatar
    Join Date
    Aug 2013
    Posts
    240
    Character
    Squishy Pants
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Astarica View Post
    How can the server possibly know the accurate player information when it's not scheduled to receive the accurate information 0.29s later?
    The way to solve / combat this is when in doubt the client wins in this case.
    However everything is server side controlled here which causes these delays in periodic updates. I get the reasoning behind the majority of it as you can 'protect' the data although they have done a piss poor job at accomplishing that so I would suspect this is not an intentional design but just a poor one. Collision detection in online gaming is not that difficult to accomplish there are some great articles linked around explaining this in some simple an technical aspects.
    (1)

  10. #470
    Player
    Alcyon_Densetsu's Avatar
    Join Date
    Aug 2013
    Posts
    331
    Character
    Alcyon Densetsu
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by DSN View Post
    The way to solve / combat this is when in doubt the client wins in this case.
    However everything is server side controlled here which causes these delays in periodic updates. I get the reasoning behind the majority of it as you can 'protect' the data although they have done a piss poor job at accomplishing that so I would suspect this is not an intentional design but just a poor one. Collision detection in online gaming is not that difficult to accomplish there are some great articles linked around explaining this in some simple an technical aspects.

    That's how I often considered SE's management, and subsequently their products. It seems that more often that not, they just overthink and overdo things. I'm sure they mean well, but they lack that knack for graceful simplicity, efficiency, sleek-sobriety. Their product are often pretty yet sorely lacking in elegance.

    This shows a lot in many of SE's realisations.

    • User interfaces: messy, lacking sobriety, organisation, even logic —just look at how they put graphical settings all over the place in ARR… There are so many menus, sub-menus, sub-sub-menus in this game… not even mentioning the amount of clicks and confirmations… It's a bit of a Nintendo nemesis, an "anti-Apple" way of doing things. It's like they live in a world dominated by a Dark Google set to do evil, where searches take 10 seconds, and the three-click rule is a minimum threshold.

    • Web design: definitely not 2013-proof, it looks dated, clumsy and unintuitive (granted, LodeStone v2 is a bit better). Still, how many different, parallel, pointless ways to manage our user accounts and subscriptions/codes? From PlayOnline to the MogStation passing by SE accounts, it's always been a disorganised mess. One wonders if they don't actually make things obfuscated on purpose, because it would be hard to make it any less intuitive. Even this forum… clicking on "Settings" to see subscribed threads? Really?! haha. GW2's forums are an artistic masterpiece compared to this.

    • Customer support: that's probably the worse, bouncing you from point A to point B to point C, back to point A, hours later nothing is done and you're none the wiser… If one thing, that's where they should really copy Blizzard, who set the golden standard of this industry some 10 years ago…

    • Even the way CM's explain things to us… their western teams are admittedly better when they speak for themselves, but when it's a translation from the Japanese CM/devs… oh dear. It's convoluted, rarely to the point, it just never seems "easy" for them to simply expose a problem, let alone its solution. Yoshi-P's much better, I like how the man speaks —always humble and to the point. But that's by no means representative of SE's communication in general —that's one my fields of expertise, and clearly by all business standards, they're just bad at it.

    An anecdote: I'm quite confident they don't do it anymore, but until a few years ago, the typical SE way of making FF was to put several teams on the same task, then compare the results and select the best one. Yes, ditching hundreds of man-hours, on a regular basis. How unproductive was that? How frustrating could it have been for their employees? :/

    On topic, I think looking at their games coding must really be frightening. I'd wager their netcode is extensive, over-complex, over-bloated, full of unnecessary checks, overly centralised… At least that's how it feels.

    Rube Goldberg machine-makers, I'm telling ya!
    (8)
    Last edited by Alcyon_Densetsu; 11-15-2013 at 07:13 PM.
    “Focus on the journey, not the destination.
    Joy is found not in finishing an activity but in doing it.”

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