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  1. #51
    Player
    Stench's Avatar
    Join Date
    Aug 2013
    Posts
    13
    Character
    The Train
    World
    Lamia
    Main Class
    Gladiator Lv 35
    Ty OP,
    Resub cx also. Too many times way beyond the indicator or standing BEHIND pillar in Garuda and die. It just has a sloppy feel. The healing required to make up for this as well as wasted spells that should be cancelled by movement is a drain on the group. Shame, the game is beautiful but not sure I agree with where the resources are focused.
    (8)

  2. #52
    Player
    DeceptionsWrath's Avatar
    Join Date
    Aug 2013
    Posts
    243
    Character
    Anita Rathkamp
    World
    Leviathan
    Main Class
    Weaver Lv 60
    I agree, we need some kind of response. Even if it isn't a favorable one, atleast then we can move on or do w/e each person is going to do. Thank you for taking the time to make this thread OP. I gave you a like.
    (8)

  3. #53
    Player
    Gamina's Avatar
    Join Date
    Aug 2013
    Posts
    89
    Character
    Gamina Karstark
    World
    Ragnarok
    Main Class
    Gladiator Lv 90
    Thank you OP I have contributed heavily to the 140 page thread I think you sum up what the intention of that thread is and I only hope this gets some kind of response.
    (3)

  4. #54
    Player
    theflo84's Avatar
    Join Date
    Aug 2013
    Posts
    127
    Character
    Flimer Mithrandir
    World
    Cerberus
    Main Class
    Thaumaturge Lv 50
    Frindly bump.
    (0)

  5. #55
    Player
    Babydoll's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    1,998
    Character
    Cesil Rapture
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    It is time we got a response for this and a fix.
    (5)

  6. #56
    Player
    AlmaMalma's Avatar
    Join Date
    Mar 2011
    Posts
    143
    Character
    Alma Malma
    World
    Ragnarok
    Main Class
    Blacksmith Lv 50
    Probable SE response : "Players are advised that it is exploiting a game mechanic to jump or use an instant ability in order to avoid taking damage."
    (5)

  7. #57
    Player
    CatofNineTails's Avatar
    Join Date
    Aug 2013
    Posts
    229
    Character
    Dusty Boots
    World
    Shiva
    Main Class
    Thaumaturge Lv 50
    more silence from the company. not exactly a surprise is it? any bets how big this thread needs to become (i'd say before they answer but that could be never)
    (2)

  8. #58
    Player
    MilkyJoe's Avatar
    Join Date
    Aug 2013
    Posts
    59
    Character
    Milky Joe
    World
    Moogle
    Main Class
    Conjurer Lv 50
    This is SE at the moment.......

    (15)

  9. #59
    Player
    Soukyuu's Avatar
    Join Date
    Mar 2011
    Posts
    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    I don't think throwing spite around will make the more motivated to reply.
    (2)

    [ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]

  10. #60
    Player
    Althea's Avatar
    Join Date
    Aug 2011
    Posts
    81
    Character
    Andisia Sommerset
    World
    Exodus
    Main Class
    Thaumaturge Lv 50
    So I talked to a buddy of mine who is a game developer. Apparently, with MMOs the polling rate between client and server can't necessarily go much faster than 0.3 seconds.

    Modern games with good network code actually use timestamps and even employ some predictional methods to figure out if it was actually possible for you to get out of an AOE. I'll explain:

    Current FFXIV Netcode
    An AOE pops up under your feet. So you run out of it. Your client sends your position to the server a couple times while you're in it, but ultimately you can't get in another positional check in time before the AOE actually hits. This is what's causing people to take damage even though they got out of it. I'll show this with an image.


    Here you can see each positional update (in blue). In this case, the size of the circle is the length of time you have to get out of it (0.7 seconds). Well, if you manage to get in two positional updates, you're going to get hit by it because the 3rd positional check is going to be AFTER the AOE hits.

    So how do you get around this?
    You attach a time stamp to each positional check, so the server can negate latency, and it has much more information for it to make some predictions. You also will need to send some extra events to the server.

    So, for example, if I send a time stamp to the server along with my position twice like in the picture above, then send a special update to the server saying "on my screen I JUST got out of it, and here's the time stamp" the server can check each timestamp and say "okay .. they moved at a speed that is indeed possible (they're not botting or hacking), it was a constant speed, then it looks like everything checks out. You have successfully avoided it! And you take no damage.

    TL;DR
    The client needs to send time stamps with it's position updates so that the client can make predictions on whether or not you actually could have avoided an AOE.
    (23)

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