thumbs up /10char
if the servers did have checks there wouldn't be teleporting bots in the gameI think the reason is that every move in this game must be sent to server to get 'approved', while other games only do this for some of the moves. So ppl cannot hack the client to do some really game breaking things like instant cast for all spells or 100% dodge of AOE.
Teleport is generally very hard to stop because the player has to be able to issue teleport commands (that's what Return is, for example) so all you need to do is issue similar commands. It's more productive to simply invest in better ways to catch teleporting guys and then ban the guys who do it, than trying to stop it.
Whatever the cause or S-Es response the fact of the matter is that I get better performance from various F2P MMOs, never mind WoW! With the market being so crowded/competitive it's not going to take much to put people off, and not being able to trust what you're seeing is a pretty big deal in a game that's so AOE (and in late game, insta-kill) happy.
~Note to self: Stop logging out in silly hats~
If this is fixed..... Im sure it will solve a lot of problems of Boss fights in dungeons and people dont need to explode in rage.
I'm having lag issues but it's funny cause I don't have any problem getting out of aoes lol. I tend to jump just before the edge of the red mark just cause I like to spaz sometimes, don't know if that has something to do with it.
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.
^^^^^
QFT
Regarding jumping outside the AoE....
That's possible, I haven't done any testing myself, and haven't seen a definitive post either way from the devs, but it's something I hear a lot from players with 100s more hours in FFXIV than I have.
Last edited by Kosmos992k; 10-30-2013 at 04:17 AM.
Question: Is the game engine itself designed around the .3sec update? Or the .3sec update is server side, which in turn can be changed easier.
Last edited by HumsterMKX; 10-26-2013 at 03:00 PM.
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yes this delay sucks, you re out on the other - side and still get the hit.
Probably the most wild example of the server delay (not even latency, just the servers being slow) is that I can run a couple constant pings. One to google.com, which will be pretty constantly at 15ms, and then one to the datacenters at about 100ms. (The hop into Canada goes from 15ms to 85ms, then up from there). So 100ms to the servers. I can be auto running and cast Leeches on myself (1.0 sec cast, or 0.97 with some spell speed). Client side I can actually have the animation go off (no battle message because server side it really never happens of course), but what this tells me is that 100ms is accounted for in latency, and another 800-900ms is lost in the server taking time to process the fact that I'm moving and the spell needs to be interrupted, and send that back to my client.
I wish they would at least say "This is an issue, we're stumped on how to fix it, but we're looking into it."
Generally speaking, the best way to get a dev response is to write a normal thread on a subject of interest to the playerbase (and ideally, have it get likes, probably). The best way NOT to get it is to specifically ask for one. Everyone would live it if their threads got official responses regardless of the subject. Unfortunately, the people that scan the forums have jobs to do and cant spend all day long collecting responses from the japanese devs, traslate them, and post them here in a timely manner.
Second, you posted this on a friday night and the community team usually isn't active on the weekend.
As far as the thread goes, I don't know what to make of the situation. personally, in the most latency sensitive fights like Titan, the instant I step off a weight, I'm out of the radius and don't get hit (the maximum normal delay of .3 seconds, assuming starting to move at the beginning of such a tick). This certainly is a strange issue, and I do know a few people who just can't dodge weight of the land if their life depended on it, and I know they can't simply not be trying. But is this delay really about the updating of the player's position (the .1-.3 sec delay)? or is it really just the player having high latency, possibly doubling or tripling the response time in this situaiton? This seems questionable, anybody in north america really shouldn't ping any worse than 150 or so unless their ISp is terrible; Most of the people I know from europe have a ping in the low-to-mid 100s as well, which is not perfect but generally acceptable for online games; and these people I know are able to fight titan just fine.
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